










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | QuickTome: Remove Stat Requirements 1.5.5 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Item Tweaks 1.4.8 White Monk 1.5.10Adds 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. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. QuickTome: Arena Skip 1.3.1 Better Item Description 1.5.10This 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 QuickTome: Event Changes 1.3.1 Forbidden Cults 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 25 / 3% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 51 (base 49) |
| Magic | 79 (base 55) |
| Willpower | 22 (base 10) |
| Cunning | 29 (base 13) |
Resources
| Life | 520/520 |
| Insanity | 43/100 |
| Healing Factor | 1.6782805429865 |
| Regeneration | 9.9857692307695 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 10 |
| Crit Chance | 28% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Temporal | +10% |
| Lightning | +32% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +5% |
| Mind | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 41.093061267623 (30%) |
| Defense | 13 |
| Ranged Defense | 16 |
| Fatigue | 9 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 29%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 70%( 70%) |
| All | 0%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 15%( 70%) |
| Arcane | + 4%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 5% |
| Knockback Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 49% |
| Pinning Resistance | 20% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 519 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: 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Revelation |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Corruption of the Doomed |
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 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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by giant lightning ant. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 snow giant kidney. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of iron boots 'Samegahell' (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +2% Resists +9% blight Poison- +10% Disarm- +5% Stun/Frz- +15% Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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 | Salebrerin the Nimbusmaim (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +27% lightning +7% cold ---------- misc Breathe water A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Torikan the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +6 Cun +1 Con dps ---------- Phys.crit +2.0% Spell.pwr +9 (+2 eff.) Dmg.mod +17% lightning +16% cold ----- def ----- Armour +10 Resists +34% lightning +32% cold Phys.save +9 (+4 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Sparkspar'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +8 Mag dps ---------- Phys.crit +4.0% Spell.pwr +17 (+4 eff.) Res.pen +5% lightning ----- def ----- Resists +3% physical Phys.save +13 (+6 eff.) HP.reg +2.60 Stun/Frz- +24% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Mardychik the yew bonestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +3% nature +6% light Mind.save +6 (+3 eff.) Die.at -40.00 life Pinning- +20% Stun/Frz- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dispersion (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 5 arcane ----- def ----- Armour +1 Resists +4% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide rough leather armour of thunder (1 def, 2 armour)9.0 T1 light armor [Ego++] Arcane/Nature While equipped: Stats +3 Str +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +11 (+5 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +11 (+5 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +12% lightning Max.HP +33.00 HP.reg +3.10 Heal.mod +10% A suit of armour made of leather. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion (heal 25)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 25 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 64)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 123 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 164 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 164 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the titan (rad 7; power 47; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 15%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (338% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 338% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (419% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 419% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+16 for 8 turns, die at -580)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. While Heroism is active, you will only die when reaching -580 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 12; power 30; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 57)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 57)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 9; dur 18; see undead)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 10) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any undead around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (287 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 95.83 to 287.50 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ulybar0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +6 Resists +5% arcane +6% temporal Phys.save +8 (+4 eff.) Poison- +30% Disarm- +10% Pinning- +15% Rings can have magical properties. |
ash starstaff 'Glybretta' (15-18 power, 3 apr, light element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Resists +6% acid +6% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword (20.5-32.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 20.5 - 32.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword (20-32 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 20.0 - 32.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel waraxe (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
nature's vined mindstar of balance (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.80 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. |
fungal cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable steel plate armour of clarity (4 def, 17 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Ego] Master/Psionic While equipped: ----- def ----- Armour +17 Defense +4 (+4 eff.) Fatigue +22% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
enveloping cashmere cloak of protection (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+8 eff.) Phys.save +9 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
aegis linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+1 eff.) Shield.pwr +6% HP.reg +1.70 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of lightning (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+2 eff.) Resists +18% lightning Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
opal0.0 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. |
2019 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2010/2019 A set of 2019 tiny explosive spheres. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Kindlerain' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Apr +5 ----- def ----- Resists +9% lightning +3% temporal +6% light Mind.save +30 (+12 eff.) Blind- +20% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alexx the Doomelf Cultist of Entropy level 24
49th Regrowth 123rd year of Ascendancy at 20:04 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alexx the Doomelf Cultist of Entropy level 17
80th Haze 122nd year of Ascendancy at 22:29 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Alexx the Doomelf Cultist of Entropy level 20
25th Regrowth 123rd year of Ascendancy at 14:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Alexx the Doomelf Cultist of Entropy level 16
61st Haze 122nd year of Ascendancy at 04:12 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Alexx the Doomelf Cultist of Entropy level 5
77th Pyre 122nd year of Ascendancy at 21:35 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alexx the Doomelf Cultist of Entropy level 24
49th Regrowth 123rd year of Ascendancy at 19:34 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Alexx the Doomelf Cultist of Entropy level 10
16th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Alexx the Doomelf Cultist of Entropy level 20
25th Regrowth 123rd year of Ascendancy at 00:21 see stats
Myths of an age past (Nightmare (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Alexx the Doomelf Cultist of Entropy level 24
49th Regrowth 123rd year of Ascendancy at 20:04 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Alexx the Doomelf Cultist of Entropy level 22
28th Regrowth 123rd year of Ascendancy at 22:13 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Alexx the Doomelf Cultist of Entropy level 14
1st Haze 122nd year of Ascendancy at 02:18 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Alexx the Doomelf Cultist of Entropy level 24
49th Regrowth 123rd year of Ascendancy at 20:04 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Alexx the Doomelf Cultist of Entropy level 24
49th Regrowth 123rd year of Ascendancy at 20:04 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alexx the Doomelf Cultist of Entropy level 18
3rd Regrowth 123rd year of Ascendancy at 05:08 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Alexx the Doomelf Cultist of Entropy level 5
79th Pyre 122nd year of Ascendancy at 23:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alexx the Doomelf Cultist of Entropy level 22
28th Regrowth 123rd year of Ascendancy at 22:13 see stats
Log
Talent Infusion: Regeneration is ready to use.
A void star appears around Alexx.
Rested for 13 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Reverse Entropy is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.50 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.70 gold pieces.
Alexx picks up (e.): sun infusion of the titan (rad 7; power 47; turns 4; dispels darkness).
Alexx picks up (v.): impenetrable steel plate armour of clarity (4 def, 17 armour).
Alexx picks up (u.): fungal cured leather sling.
You pickup 0.90 gold pieces.
Ran for 6 turns (stop reason: hostile spotted to the northeast (umber hulk)).
Alexx deactivates Twofold Curse.
Alexx deactivates Grand Oration.
Alexx deactivates Void Stars.
Alexx deactivates Corruption of the Doomed.
Alexx deactivates Chaos Orbs.
Alexx deactivates Revelation.
Alexx deactivates Power Overwhelming.
Alexx deactivates Jinxed Touch.
























































































