Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Monk 1.1.5Monk for versions b42 and above. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.4.0Official 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.3.0Donators/Buyers bonus! Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers of Rage 1.4.4Official 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:
Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Superhuman |
Class | Cursed |
Level / Exp | 32 / 5% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 116 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 70 (base 60) |
Magic | 69 (base 50) |
Willpower | 68 (base 60) |
Cunning | 72 (base 55) |
Resources
Life | 6805/6805 |
Hate | 100/100 |
Stamina | 538/538 |
Equilibrium | 57 |
Healing Factor | 1 |
Regeneration | 19.09 |
Speed
Mental | +44.05% |
Attack | +44.05% |
Movement | +231.5% |
Spell | +44.05% |
Global | +248.4% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 239 |
Accuracy | 79 |
Crit Chance | 111% |
APR | 3 |
Speed | 0.69 |
Offense: Spell
Spellpower | 110 |
Crit Chance | 100% |
Speed | 0.69420340159667 |
Offense: Mind
Mindpower | 119 |
Crit Chance | 100% |
Speed | 0.69420340159667 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 106.2 (86.818181818182%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 40 |
Mental Save | 41 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 86% |
Pinning Resistance | 44% |
Silence Resistance | 30% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.61 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / dwarf with 25% effectiveness. Kills: 6 / 1 kills, Damage: +4% / +8%, Attack: +2 / +4, Stun: -- / 1.7%, Outmaneuver: 2.2% / 5.6% Predator |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
beneficial effect | The target is mimicking a previous victim. (+0 Strength, +1 Dexterity, +1 Magic, +0 Willpower, +1 Cunning, +0 Constitution) Mimic |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | 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 begun to look for a way to overcome the curse that afflicts you. KeepsakeYou may have to revist your past to unlock some secret buried there. | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. 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 vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
Tool | Geba [power 89] (4 cooldown) Geba [power 89] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Dex Grants telepathy: Demon/Minor Demon/Major It can be used to fire a blast of psionic energies in a range 8 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Toxinwisp' copper ring 'Toxinwisp'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature / +12% acid Changes resistances penetration: +10% acid Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +25.00 Rings can have magical properties. |
Around neck | stabilizing copper amulet of mastery (0.11 Cunning / Tactical) stabilizing copper amulet of mastery (0.11 Cunning / Tactical)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Cunning / Tactical Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
In main hand | balanced stralite greatsword of massacre (Madness) (61.5-98.4 power, 3 apr) balanced stralite greatsword of massacre (Madness) (61.5-98.4 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+3 eff.) Disarm immunity: +62% Curse of Madness Massive two-handed swords. |
On hands | iron gauntlets of dexterity (+3) (Corpses) (0 def, 1 armour) iron gauntlets of dexterity (+3) (Corpses) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Glorusetha GlorusethaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% mind Changes damage: +9% mind / +12% temporal Light radius: -8 Infravision radius: +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 | Helm of the Dominated (Madness) (0 def, 9 armour) Helm of the Dominated (Madness) (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. Curse of Madness An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Main armor | iron mail armour 'Glintmortal' (Corpses) (2 def, 4 armour) iron mail armour 'Glintmortal' (Corpses) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +3% light Changes damage: +12% light Light radius: +3 Curse of Corpses A suit of armour made of mail. |
Inventory
lightning rune of the sneak (380 lightning damage) lightning rune of the sneak (380 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 126.53 to 379.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. phase door rune (range 8; power 15; dur 5)phase door rune (range 8; power 15; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (69% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
teleportation rune of the warrior (range 137) teleportation rune of the warrior (range 137)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: 19 Travel Speed: instantaneous Usage Speed: Spell (69% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 137 with a minimum range of 15. Its effects scale with your Strength 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. |
Delytorain the Sparkwolf (Madness) (51-81.6 power, 2 apr) Delytorain the Sparkwolf (Madness) (51-81.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.0 - 81.6 Uses stats: 30% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Damage when hit (Melee): 16 lightning / 8 acid Changes resistances penetration: +10% acid Curse of Madness Massive two-handed swords. |
arcing iron longsword of daylight (Misfortune) (11.5-16.1 power, 2 apr) arcing iron longsword of daylight (Misfortune) (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6 light Damage against: +6% Undead Curse of Misfortune Sharp, long, and deadly. |
slime-covered iron longsword (Misfortune) (12-16.8 power, 2 apr) slime-covered iron longsword (Misfortune) (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% Curse of Misfortune Sharp, long, and deadly. |
Crooked Club (Nightmares) (25-35 power, 4 apr) Crooked Club (Nightmares) (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+3 eff.) Curse of Nightmares An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Serpent's Glare (Corpses) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Corpses) (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 292.47 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar of balance (Nightmares) (5.5-6.05 power, 18 apr, nature damage) creative vined mindstar of balance (Nightmares) (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 65% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +9.00% Physical save: +6 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
living mindstar of frost (Corpses) (17-18.7 power, 40 apr, mind damage) living mindstar of frost (Corpses) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 7 ice Changes resistances: +9% cold Changes resistances penetration: +13% cold Changes damage: +18% cold Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses 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. |
Gravitational Staff (Shrouds) (30-36 power, 8 apr, physical element) Gravitational Staff (Shrouds) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Curse of Shrouds It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 142.00 physical (gravity) damage. Each target moved beyond the first increases the damage by 17.75 (up to a maximum of 71.00 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
steel steamgun of recursion (Corpses) steel steamgun of recursion (Corpses)Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 31% temporal Attacks use: 2.0 Steam Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron waraxe 'Zubeth' (Shrouds) (16.5-23.1 power, 2 apr) iron waraxe 'Zubeth' (Shrouds) (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stats: 30% Wil, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Curse of Shrouds One-handed war axes. |
insulating hardened leather belt of the vagrant (Madness) insulating hardened leather belt of the vagrant (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +8% fire / +5% cold Mental save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) Curse of Madness A belt that goes around your waist. |
linen cloak of the Shaloren (Shrouds) (1 def, 0 armour) linen cloak of the Shaloren (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of dwarven-steel boots of invasion (Madness) (0 def, 4 armour) restorative pair of dwarven-steel boots of invasion (Madness) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Life regen: +2.50 Healing mod.: +16% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisunn the Kindlegash (Madness) (0 def, 1 armour) Lisunn the Kindlegash (Madness) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Changes resistances penetration: +5% light Changes damage: +12% light When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +6 arcane Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tulydil (Shrouds) (3 def, 0 armour) Tulydil (Shrouds) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +11% lightning / +33% cold / +10% fire / +10% temporal Changes damage: +14% cold Physical save: +3 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
stabilizing iron helm (Corpses) (0 def, 3 armour) stabilizing iron helm (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +11 (+4 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (Nightmares) (2 def, 4 armour) iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
spiked steel mail armour (Shrouds) (2 def, 6 armour) spiked steel mail armour (Shrouds) (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Curse of Shrouds A suit of armour made of mail. |
stralite mail armour of fire resistance (Misfortune) (4 def, 8 armour) stralite mail armour of fire resistance (Misfortune) (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +24% fire Curse of Misfortune A suit of armour made of mail. |
cleansing drakeskin leather armour of Eyal (Misfortune) (5 def, 8 armour) cleansing drakeskin leather armour of Eyal (Misfortune) (5 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +13% nature / +13% blight Life regen: +2.00 Maximum life: +100.00 Healing mod.: +12% Curse of Misfortune A suit of armour made of leather. |
cleansing rough leather armour of fire resistance (Misfortune) (1 def, 2 armour) cleansing rough leather armour of fire resistance (Misfortune) (1 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +10% blight / +16% fire / +10% nature Curse of Misfortune A suit of armour made of leather. |
Sanguine Shield (Madness) (14 def, 4 armour, 220 block) Sanguine Shield (Madness) (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Madness Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
reinforced iron shield (Nightmares) (4 def, 6 armour, 44 block) reinforced iron shield (Nightmares) (4 def, 6 armour, 44 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
118 alchemist agate 118 alchemist agate0.00 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 204.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 204.68 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
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. |
thought-forged pouch of dwarven-steel shots of accuracy (20/20, 34-40.8 power, 3 apr) thought-forged pouch of dwarven-steel shots of accuracy (20/20, 34-40.8 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 16% chance to cause random gloom Damage (Ranged): +10 mind Shots are used with slings to pummel your foes to death. |
quick elm wand of trap destruction [power 15] (7 cooldown) quick elm wand of trap destruction [power 15] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (15 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Orannon the Superhuman Cursed level 31
5th Mirth 122nd year of Ascendancy at 04:45 see stats
By Orannon the Superhuman Cursed level 10
74th Pyre 122nd year of Ascendancy at 12:53 see stats
By Orannon the Superhuman Cursed level 20
74th Pyre 122nd year of Ascendancy at 13:13 see stats
By Orannon the Superhuman Cursed level 30
74th Pyre 122nd year of Ascendancy at 19:01 see stats
By Orannon the Superhuman Cursed level 31
3rd Summertide 122nd year of Ascendancy at 07:24 see stats
By Orannon the Superhuman Cursed level 24
74th Pyre 122nd year of Ascendancy at 15:34 see stats
By Orannon the Superhuman Cursed level 12
74th Pyre 122nd year of Ascendancy at 12:56 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Orannon picks up (c.): shielding rune (absorb 50 for 3 turns).
Orannon picks up (Z.): shadowy ash wand of firewall [power 117] (4 cooldown).
Orannon is no longer attuned.
There is a way to the next level here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
Orannon wears: Geba [power 89] (4 cooldown).
You gain 0.35 gold from the transmogrification of shadowy ash wand of firewall [power 117] (4 cooldown).
You gain 6.39 gold from the transmogrification of Falyhell the cured leather armour (Misfortune) (2 def, 4 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (Misfortune) (1 def, 0 armour).
You gain 0.49 gold from the transmogrification of grounding iron helm (Shrouds) (0 def, 3 armour).
You gain 11.36 gold from the transmogrification of Lightterror (Nightmares) (0 def, 1 armour).
You gain 9.16 gold from the transmogrification of Emelyratira the Windlash (Madness) (13-18.2 power, 2 apr).
You gain 7.76 gold from the transmogrification of elm vilestaff 'Relguran' (Misfortune) (10-12 power, 2 apr, darkness element).
You gain 2.84 gold from the transmogrification of earthen ash starstaff of power (Shrouds) (15-18 power, 3 apr, temporal element).
You gain 8.01 gold from the transmogrification of Gloridhegara the ash longbow (Misfortune).
You gain 1.35 gold from the transmogrification of arcing steel greatsword (Nightmares) (24-38.4 power, 2 apr).
You gain 7.32 gold from the transmogrification of steel greatmaul 'Eilinyssra' (Corpses) (27-40.5 power, 2 apr).
You gain 3.75 gold from the transmogrification of insidious steel battleaxe of erosion (Madness) (21.5-32.25 power, 2 apr).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50 for 3 turns).
You gain 1.60 gold from the transmogrification of regeneration infusion of the psychic (heal 431 over 5 turns).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Orannon picks up (b.): phase door rune (range 8; power 15; dur 5).
Orannon deactivates Repel.
Orannon deactivates Antimagic Shield.
Orannon deactivates Gloom.