











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 23 / 3% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 23 on the 77th Haze 122nd year of Ascendancy at 10:33 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 33) |
Dexterity | 48 (base 30) |
Constitution | 42 (base 36) |
Magic | 10 (base 10) |
Willpower | 16 (base 12) |
Cunning | 35 (base 14) |
Resources
Life | -260/673 |
Stamina | 161/201 |
Healing Factor | 1.513988003127 |
Regeneration | 8.8031547777519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 82 |
Accuracy | 38 |
Crit Chance | 32% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 38 |
Crit Chance | 36% |
APR | 32 |
Speed | 0.90 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Light | +3% |
Darkness | +6% |
Cold | +25% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 21 (89.687909656376%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 18 |
Mental Save | 21 |
Defense: Resistances
Acid | + 35%( 72%) |
Blight | + 43%( 72%) |
Arcane | + 27%( 72%) |
Cold | + 50%( 72%) |
All | + 23%( 72%) |
Lightning | + 64%( 72%) |
Light | + 30%( 72%) |
Temporal | + 35%( 72%) |
Mind | + 25%( 72%) |
Darkness | + 25%( 72%) |
Fire | + 32%( 72%) |
Nature | + 46%( 72%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 50% |
Pinning Resistance | 22% |
Disarm Resistance | 73% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 548% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by Layath the great wolf. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 35. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed black mamba head. * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% nature ----- def ----- Armour +9 Defense +6 (+2 eff.) Resists +15% acid +6% light Heal.mod +15% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% nature +3% mind +3% light Max.HP +42.00 ---------- misc Light +5 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 | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.96 to 95.87 lightning damage (63.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +4 Resists +5% blight Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% blight +3% fire +3% darkness ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 62 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to reduce fatigue by 37% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.29 cold and 9.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +21.00 Disarm- +23% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +5 (+1 eff.) Res.Cap +2% all Phys.save +8 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Rare] Nature Power 146% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +8 mind While equipped: dps ---------- Res.pen +15% mind +10% nature Melee Ret 2 mind ----- def ----- Resists +15% lightning +3% nature Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 41% ----- def ----- Resists +9% fire Die.at -40.00 life Max.HP +32.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Acc +10 (+4 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +14% nature +12% blight HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +19% lightning +3% light +6% darkness ----- def ----- Resists +28% lightning +15% temporal +5% arcane +13% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +9% acid +11% mind +9% nature Confus- +21% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Resists +22% temporal Pinning- +40% Knockbk- +36% ---------- misc Max.hate +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +10 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% darkness +6% temporal +6% light +6% physical ----- def ----- Resists +6% light ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% mind +12% fire Res.pen +10% mind ----- def ----- Resists +5% arcane +24% fire Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 139% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +9.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +25 (+7 eff.) Resists +3% light Heal.mod +15% Disarm- +25% Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +18% Summoned Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 38% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +7% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +13 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +6% physical +12% darkness Phys.save +12 (+5 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +15% acid +8% fire +9% mind +21% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Mind.save +8 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Dex +1 Wil dps ---------- Phys.crit +1.0% Acc +25 (+9 eff.) Apr +2 ----- def ----- Defense +15 (+5 eff.) Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Marnac the Cornac Marauder level 16
27th Dusk 122nd year of Ascendancy at 19:09 see stats
By Marnac the Cornac Marauder level 21
49th Haze 122nd year of Ascendancy at 06:54 see stats
By Marnac the Cornac Marauder level 21
13rd Haze 122nd year of Ascendancy at 12:36 see stats
By Marnac the Cornac Marauder level 18
67th Dusk 122nd year of Ascendancy at 13:28 see stats
By Marnac the Cornac Marauder level 21
49th Haze 122nd year of Ascendancy at 10:11 see stats
By Marnac the Cornac Marauder level 18
78th Dusk 122nd year of Ascendancy at 21:17 see stats
By Marnac the Cornac Marauder level 22
56th Haze 122nd year of Ascendancy at 04:49 see stats
By Marnac the Cornac Marauder level 19
79th Dusk 122nd year of Ascendancy at 15:27 see stats
By Marnac the Cornac Marauder level 10
5th Mirth 122nd year of Ascendancy at 23:19 see stats
By Marnac the Cornac Marauder level 20
11st Haze 122nd year of Ascendancy at 05:26 see stats
By Marnac the Cornac Marauder level 19
9th Haze 122nd year of Ascendancy at 00:21 see stats
By Marnac the Cornac Marauder level 22
50th Haze 122nd year of Ascendancy at 06:23 see stats
By Marnac the Cornac Marauder level 9
3rd Mirth 122nd year of Ascendancy at 19:00 see stats
By Marnac the Cornac Marauder level 22
76th Haze 122nd year of Ascendancy at 19:01 see stats
By Marnac the Cornac Marauder level 15
15th Dusk 122nd year of Ascendancy at 00:29 see stats
Log
Marnac attunes to the damage.
Lava floor burns Marnac!
Grand Corruptor hits Marnac for 73 fire damage.
Marnac is afflicted by a decrepitude disease!
Grand Corruptor's Soul Rot hits Marnac for 150 blight damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Boil.
Marnac is free from the decrepitude disease.
Marnac slows down.
Grand Corruptor hits Grand Corruptor for 119 healing, 58 healing (0 total damage) [177 healing].
Grand Corruptor hits Marnac for 118 blight damage.
Marnac damages himself through Martyrdom!
Grand Corruptor hits Marnac for 1 lightning damage.
Marnac hits Grand Corruptor for 12 lightning damage.
Marnac is free from the weakness disease.
Talent Dual Strike is ready to use.
Talent Infusion: Movement is ready to use.
Lava floor burns Marnac!
Grand Corruptor hits Marnac for 74 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Bone Spear.
Grand Corruptor's spell attains critical power!
Grand Corruptor deactivates Fearscape.
Grand Corruptor receives 119 healing.
Grand Corruptor hits Marnac for 408 physical damage.
Marnac the level 23 cornac marauder was bludgeoned to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
Marnac no longer revels in blood quite so much.