
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.5.0Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Inferno Race Pack 1.4.0Adds a collection of my races. Guaranteed Sludgenest and Dogroth Caldera 1.5.0Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met. Warzone Challenge 1.4.8Quintuple's the enemy count in all zones, but randomizes the factions of all additional enemies spawnt. This includes towns. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", 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:
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:
Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. The Ruined 1.4.9Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Additional Randart Properties 1.4.9 Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ancient |
Class | Marauder |
Level / Exp | 39 / 36% |
Size | medium |
Lifes / Deaths | Killed by Bethadhethra the rattlesnake at level 39 on the 34th Dusk 122nd year of Ascendancy at 13:33 / 1 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 81 (base 60) |
Constitution | 37 (base 10) |
Magic | 28 (base 10) |
Willpower | 37 (base 10) |
Cunning | 63 (base 36) |
Resources
Life | -48/984 |
Stamina | 71/282 |
Healing Factor | 1.435652173913 |
Regeneration | 6.2450869565216 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 14 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 138 |
Accuracy | 59 |
Crit Chance | 54% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 96 |
Accuracy | 59 |
Crit Chance | 57% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 39% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 25.335093952971 (48.103448275862%) |
Defense | 30 |
Ranged Defense | 34 |
Fatigue | 11 |
Physical Save | 47 |
Spell Save | 26 |
Mental Save | 44 |
Defense: Resistances
All | 0%( 82%) |
Defense: Immunities
Teleport Resistance | 50% |
Pinning Resistance | 40% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 28% |
Poison Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (2/3)
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 42.80 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ancient | 1.10 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
beneficial effect | Parrying melee and ranged attacks: Has a 71% chance to deflect up to 29 damage from the next 1.7 attack(s). Parried attacks cannot crit. Parrying |
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. | 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 grave | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 61% of the way to your next Rank. You have killed: 65 Uniques 13 Bosses 1 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of greater demon bile. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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 ice ant stinger. | 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 within101 lumberjacks have died. | done |
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. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Gliriada the Coalclash (0 def, 1 armour) Gliriada the Coalclash (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction Changes stats: +6 Lck / +4 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% darkness Changes damage: +18% darkness / +9% temporal Stealth bonus: +6 Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.30 Maximum life: +34.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Blazeblight the brass lantern Blazeblight the brass lanternInfused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances penetration: +5% arcane Changes damage: +3% arcane Critical mult.: +10.00% Mental save: +11 (+4 eff.) Mana each turn: +0.08 Maximum mana: +20.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +2 See stealth: +14 See invisible: +16 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 | Flashbright the hardened leather cap (0 def, 6 armour) Flashbright the hardened leather cap (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes stats: +3 Cun / +3 Dex Changes resistances: +8% acid / +9% light / +8% lightning / +8% cold / +6% arcane / +8% fire Light radius: +3 Infravision radius: +2 A cap made of leather. |
On hands | Lightraven (0 def, 2 armour) Lightraven (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: Physical crit. chance: +10.0% Armour: +2 Damage (Melee): 9 temporal Damage (Ranged): 9 temporal Changes stats: +4 Mag Changes resistances: +3% light / +9% temporal Changes resistances penetration: +10% light Changes damage: +7% arcane / +7% temporal Critical mult.: +8.00% Spell crit. chance: +10% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 125% When this weapon hits: Sunburst (5% chance level 2). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) * 40% chance to blind Damage (Melee): +10 arcane / +8 light Burst (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Dourstinger (dig speed 10 turns) Dourstinger (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +1 Dex / +6 Wil / +3 Cun Changes damage: +6% darkness Grants telepathy: Dragon Critical mult.: +15.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Mental crit. chance: +9% Light radius: +3 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Manubar the copper ring Manubar the copper ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes stats: +7 Str / +2 Dex / +5 Mag / +5 Wil / +5 Con Critical mult.: +3.00% Physical save: +30 (+10 eff.) Life regen: +1.10 Maximum life: +56.00 Spellpower: +7 (+3 eff.) Healing mod.: +24% Rings can have magical properties. |
On fingers | steel ring 'Dayknave' steel ring 'Dayknave'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +3% acid / +1% physical / +27% light / +3% mind Changes damage: +12% light Spell save: +3 (+1 eff.) Disarm immunity: +28% Pinning immunity: +40% Knockback immunity: +27% Maximum life: +24.00 Light radius: +3 Rings can have magical properties. |
Around neck | Smearnull SmearnullPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 blight Changes resistances penetration: +5% nature Changes damage: +6% blight / +7% fire Critical mult.: +11.00% Teleport immunity: +50% Spellpower: +9 (+4 eff.) Spell crit. chance: +2% Talent on hit(spell): Bone Spear (5% chance level 1). Talent on hit(spell): Freeze (5% chance level 1). It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | Ariyanor the dwarven-steel longsword (33.5-46.9 power, 4 apr) Ariyanor the dwarven-steel longsword (33.5-46.9 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +4 Str / +2 Mag / +2 Wil / +6 Cun Changes damage: +3% mind / +14% physical Stamina when hit: +1.90 Light radius: +3 Sharp, long, and deadly. |
Around waist | Gunikhad GunikhadInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +2 Wil / +4 Con Changes resistances: +3% mind Changes resistances penetration: +10% acid / +10% mind Changes damage: +21% acid Mental save: +19 (+6 eff.) Maximum life: +53.00 Mindpower: +9 (+3 eff.) A belt that goes around your waist. |
In off hand | arcing dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr) arcing dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Sharp, short and deadly. |
Cloak | Hathemastir the Shimmerripper (1 def, 0 armour) Hathemastir the Shimmerripper (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 15% chance to corrode armour by 30% Changes stats: +2 Str / +3 Mag / +3 Wil / +2 Con Changes resistances penetration: +10% acid Changes damage: +6% acid / +9% lightning Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour) spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes resistances: +17% lightning A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 174)healing infusion of the psychic (heal 174) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 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. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 189)healing infusion of the sneak (heal 189) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the sneak (absorb 316 for 5 turns)shielding rune of the sneak (absorb 316 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 316 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 15; dur 20; see undead)vision rune (radius 15; dur 20; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 12) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Morbuskin the voratun amuletMorbuskin the voratun amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +15 (+7 eff.) Fatigue: -8% Changes stats: +19 Lck / +3 Wil Changes resistances: +22% cold / +30% fire / +22% darkness / +26% light Spell save: +3 (+1 eff.) Blindness immunity: +41% Cut immunity: +70% Life regen: +3.40 Maximum vim: +20.00 Spell crit. chance: +2% Healing mod.: +28% Reduce all damage from unseen attackers: 16% Talent on hit(spell): Temporal Bolt (5% chance level 1). Talent on hit(mindpower): Slime Spit (5% chance level 2). 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 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. restful steel amulet of strength (+3)restful steel amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +1.70 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (9.5-12.35 power, 5 apr)iron dagger of erosion (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Relgalahor' (38-49.4 power, 9 apr)voratun dagger 'Relgalahor' (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Random elemental explosion Damage (Melee): +16 mind / +14 darkness Damage against: +12% Living When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +10 Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +11% acid / +18% physical / +11% cold / +11% lightning / +14% fire Changes damage: +15% blight Disarm immunity: +21% Stamina each turn: +0.40 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Velogathra' (42.5-59.5 power, 6 apr)voratun longsword 'Velogathra' (42.5-59.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning Burst (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +10 Defense: +15 (+7 eff.) Fatigue: -4% Changes resistances: +6% temporal Changes resistances penetration: +11% acid / +11% darkness / +7% lightning / +12% cold / +8% mind / +11% fire Spell save: +6 (+3 eff.) Cut immunity: +5% Disarm immunity: +47% Psi when hit: +0.08 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Falilendil the yew vilestaff (20-24 power, 4 apr, blight element)Falilendil the yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Armour: +14 Defense: +33 (+14 eff.) Damage (Melee): 8 % chance of confusion Damage when hit (Melee): 4 temporal Changes resistances: +9% blight / +6% arcane Maximum wards: +3 blight Changes resistances penetration: +10% blight Changes damage: +23% blight Talents granted: +1 Command Staff +6 Ward Critical mult.: +10.00% Spellpower: +21 (+9 eff.) Spell crit. chance: +7% Damage Shield penetration: +31% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element)short dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 55.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of Angolwen (5 def, 0 armour)shimmering elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Wil / +3 Mag Changes damage: +12% arcane Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +90.00 Spellpower: +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather cap (0 def, 5 armour)stabilizing drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +18 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Bineg the drakeskin leather armour (29 def, 41 armour)Bineg the drakeskin leather armour (29 def, 41 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +41 Defense: +29 (+13 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes stats: +3 Cun / +1 Mag Changes resistances: +12% acid / +15% cold / +40% fire / +23% physical Allows you to breathe in: water Critical mult.: +10.00% Mental save: +25 (+8 eff.) Silence immunity: +20% Confusion immunity: +5% Maximum life: +45.00 Maximum vim: +20.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Islanne the steel plate armour (4 def, 9 armour)Islanne the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +14% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 13 physical Changes resistances: +15% light Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Infravision radius: +3 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fortifying steel plate armour of the dragon (4 def, 9 armour)fortifying steel plate armour of the dragon (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +6 Str / +5 Con Changes resistances: +8% acid / +7% physical / +7% fire / +8% cold / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +24% Knockback immunity: +20% Maximum life: +41.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Darkbloom' (23/56, 45.5-63.7 power, 14 apr)quiver of elven-wood arrows 'Darkbloom' (23/56, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +34.5% Capacity: 56 When this weapon hits: Distortion Bolt (10% chance level 1). On weapon hit: * 18% chance to gain 10% of a turn (3/turn limit) * 20% chance to curse the target On weapon crit: * cripple the target Damage (Ranged): +18 temporal / +28 darkness / +14 blight / +8 mind Burst (radius 1) on hit: +8 darkness / +8 mind When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
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 204/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. overpowered elm wand of clairvoyance [power 10] (9 cooldown)overpowered elm wand of clairvoyance [power 10] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 10, power 51 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bad Guy the Ancient Marauder level 19
3rd Summertide 122nd year of Ascendancy at 09:52 see stats
By Bad Guy the Ancient Marauder level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Bad Guy the Ancient Marauder level 20
12nd Dusk 122nd year of Ascendancy at 01:54 see stats
By Bad Guy the Ancient Marauder level 30
34th Dusk 122nd year of Ascendancy at 00:46 see stats
By Bad Guy the Ancient Marauder level 13
3rd Mirth 122nd year of Ascendancy at 08:06 see stats
By Bad Guy the Ancient Marauder level 23
26th Dusk 122nd year of Ascendancy at 02:08 see stats
Log
Bad Guy becomes a whirlwind of weapons!
Talent Skullcracker is ready to use.
Talent Flurry is ready to use.
Space around you starts to dissolve...
The shield around Bad Guy crumbles.
Talent Greater Weapon Focus is ready to use.
Talent Vitality is ready to use.
Bad Guy is caught in a web!
You pickup 0.95 gold pieces.
You pickup 2.50 gold pieces.
Talent Rune: Heat Beam is ready to use.
Talent Whirlwind is ready to use.
Copperhead snake is poisoned!
Poison ooze hits Copperhead snake for 9 nature damage.
Poison ooze releases poisonous spores at poison ooze.
Copperhead snake is poisoned!
Copperhead snake is poisoned!
Poison ooze is poisoned!
Copperhead snake hits Poison ooze for 36 physical damage.
Poison from Poison ooze hits Copperhead snake for 9 nature damage.
Numbing Poison from Poison ooze hits Copperhead snake for 17 nature damage.
Bethadhethra the rattlesnake casts Shadowstep.
Saving game...