











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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 1.7.6Donators/Buyers bonus! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Light |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 13 / 85% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 54 (base 39) |
| Dexterity | 10 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 43 (base 34) |
| Cunning | 34 (base 10) |
Resources
| Life | 464/464 |
| Hate | 29/100 |
| Equilibrium | 30 |
| Healing Factor | 1.3213410151224 |
| Regeneration | 26.757155556228 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 21 |
| Crit Chance | 25% |
| APR | 18 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 21 |
| Crit Chance | 22% |
| APR | 14 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Blight | +3% |
| Physical | +10% |
| Cold | +13% |
| Nature | +36% |
Offense: Damage Penetration
| Darkness | +6% |
| Blight | +20% |
| Arcane | +10% |
| Mind | +10% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 20 |
| Physical Save | 36 |
| Spell Save | 22 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 60%( 73%) |
| Blight | + 6%( 73%) |
| Physical | + 10%( 73%) |
| Cold | + 46%( 73%) |
| All | 0%( 73%) |
| Lightning | + 5%( 73%) |
| Light | + 24%( 73%) |
| Temporal | + 12%( 73%) |
| Mind | -4%( 73%) |
| Darkness | + 13%( 73%) |
| Fire | + 28%( 73%) |
| Nature | + 73%( 73%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 31% |
| Fear Resistance | 35% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% 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 Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*The source of this power should be further inwards. Find it, and make the power your own. | active |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Wild-gift/Harmony tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
| On feet | Ravenscale Boots (sludge-imbued) (3 def, 3 armour) Ravenscale Boots (sludge-imbued) (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: -2% Changes stats: +4 Cun Changes resistances: +20% nature / +20% acid Changes resistances penetration: +6% nature / +6% darkness Changes damage: +10% nature / +10% acid Stamina each turn: +2.00 Infravision radius: +1 It can be used to activate talent Sudden Assault (costing 20 power out of 25/25) : Effective talent level: 1.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
| Light source | The Little Light The Little LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes resistances: +15% light Light radius: +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
| On head | cashmere wizard hat 'Islynn' (sludge-imbued) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Defense: +2 (+1 eff.) Changes stats: +9 Cun / +5 Wil Changes resistances: +20% acid / +6% light / +6% blight / +19% cold / +20% nature Changes damage: +10% acid / +13% cold / +10% nature Mental save: +8 (+4 eff.) Stamina each turn: +2.00 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | Yaryrig the Pusrebel (sludge-imbued) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 5 blight / 5 physical Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Wil / +3 Con Changes resistances: +23% nature / +20% acid Changes resistances penetration: +10% arcane Changes damage: +3% blight / +3% physical / +10% nature / +10% acid Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+3 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +20% Maximum life: +54.00 When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage conversion: 10% blight / 10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick steel torque of mindblast [power 135] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 135 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Ravenwrither' (living)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 5 cold / 8 arcane / 2 darkness Changes stats: +5 Str / +5 Mag / +3 Cun / +5 Con Changes resistances penetration: +10% mind Life regen: +10.00 Psi when hit: +0.16 Mental crit. chance: +3% Healing mod.: +27% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 232.0 Physical damage. If the attack hits, the target is confused (25% effect) for 4 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! |
| On fingers | astral copper ring of opulence (living)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature / 5 mind Changes stats: +2 Wil / +4 Cun / +4 Lck Life regen: +10.00 Healing mod.: +27% Activating this item is instant. It can be used to activate talent All That Glitters (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 15.06 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| Around neck | gold amulet 'Glowresolve'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Defense: +7 (+3 eff.) Changes resistances: +18% fire / +3% light / +10% cold Changes resistances cap: +3% all Changes resistances penetration: +20% blight Changes damage: +7% physical Physical save: +7 (+4 eff.) Combat speed: +10% Amulets make your neck look great! |
| In main hand | voratun waraxe 'Sepsisdeath' (sludge-dripping) (Corpses) (164% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 20% chance to slow global speed by 52% On weapon crit: * On a Crit, strike your target with a blast of Light dealing 69 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 17 for the duration. Damage (radius 1) on hit: +12 nature Damage against: +8% Undead When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to slow global speed by 52% Damage when hit (Melee): 4 temporal Changes damage: +6% nature Critical mult.: +40.00% Curse of Corpses One-handed war axes. |
| Around waist | grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
| In off hand | iron waraxe of erosion (Madness) (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature Curse of Madness One-handed war axes. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Grinyneg the dwarven-steel plate armour (slagged) (0 def, 16 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 10 fire Changes stats: +4 Str / +1 Dex / +2 Mag / +4 Cun / +6 Con Changes resistances: +10% physical / +13% darkness / +10% fire / +17% cold / +3% nature / +6% temporal Physical save: +5 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 206; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Drake's Bane (sludge-dripping) (Corpses) (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 20% chance to slow global speed by 52% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Corpses The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Durinarinik the Singekill (mossy) (Misfortune) (139% power, 9 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 16 cold damage (1/turn) On weapon crit: * Sunders the enemy's armor for 5 turns. When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +16 (+8 eff.) Changes resistances penetration: +15% temporal / +16% cold Changes damage: +6% fire / +17% cold Disarm immunity: +43% Healing mod.: +27% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Massive two-handed battleaxes. |
arcing steel mace (Madness) (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Curse of Madness Blunt and deadly. |
hateful iron mace of erosion (Nightmares) (107% power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 darkness / +6 nature Damage against: +5% Living Curse of Nightmares Blunt and deadly. |
enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
Airguile (sludge-imbued) (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +3 Str Changes resistances: +15% lightning / +5% fire / +20% nature / +20% acid Changes resistances penetration: +10% fire Changes damage: +10% acid / +3% fire / +10% nature Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +15.00 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Betedann' (dulled) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 14% chance to reduce damage dealt by 21% Damage (Melee): 5 temporal / 5 mind / 7 fire Changes stats: +2 Str Changes resistances: +20% light / +7% fire Changes damage: +4% temporal / +3% mind / +6% fire Spell save: +15 (+8 eff.) Mental save: +12 (+6 eff.) Psi when hit: +0.04 Mindpower: +15 (+5 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +9 fire Damage conversion: 10% mind / 10% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (sludge-imbued) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +20% acid / +10% darkness / +20% nature Changes damage: +10% acid / +10% light / +10% nature Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
marauder's cured leather armour (10 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex Physical save: +5 (+3 eff.) A suit of armour made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of psionic shield [power 79] (35 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Log
You gain 6.06 gold from the transmogrification of aegis linen wizard hat of arcana (sludge-imbued) (1 def, 0 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 0.57 gold from the transmogrification of miner's pair of rough leather boots (0 def, 2 armour).
You gain 1.26 gold from the transmogrification of twilight iron waraxe (Shrouds) (107% power, 2 apr).
You gain 1.00 gold from the transmogrification of arcing steel waraxe (Madness) (102% power, 3 apr).
You gain 2.74 gold from the transmogrification of potent elm magestaff of warding (Madness) (107% power, 2 apr, lightning element).
You gain 14.63 gold from the transmogrification of elven-wood vilestaff 'Deepstreason' (Corpses) (129% power, 5 apr, fire element).
You gain 1.31 gold from the transmogrification of elm starstaff of might (Madness) (100% power, 2 apr, temporal element).
You gain 0.50 gold from the transmogrification of ash magestaff (Nightmares) (111% power, 3 apr, lightning element).
You gain 12.72 gold from the transmogrification of Zubylle (Misfortune) (120% power, 4 apr, light element).
You gain 1.33 gold from the transmogrification of frigid cured leather sling (Nightmares).
You gain 3.24 gold from the transmogrification of cured leather sling of piercing (Madness).
You gain 0.50 gold from the transmogrification of vined mindstar (Nightmares) (87% power, 18 apr, mind damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (Misfortune) (75% power, 12 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel longsword (Madness) (114% power, 3 apr).
You gain 2.92 gold from the transmogrification of flaming steel longsword of daylight (Madness) (116% power, 3 apr).
You gain 0.50 gold from the transmogrification of ash longbow (Shrouds).
You gain 3.20 gold from the transmogrification of steel greatsword of crippling (Madness) (127% power, 2 apr).
You gain 5.63 gold from the transmogrification of balanced iron greatmaul of the mystic (Nightmares) (119% power, 1 apr).
You gain 3.71 gold from the transmogrification of balanced steel dagger of erosion (Misfortune) (103% power, 6 apr).
You gain 1.60 gold from the transmogrification of psionicist's steel ring of nature (+22%).
You gain 0.05 gold from the transmogrification of copper ring.
You gain 19.47 gold from the transmogrification of Arivea the Undeathwolf (living).
You gain 1.85 gold from the transmogrification of irestone steel amulet of willpower (+4).
You gain 1.39 gold from the transmogrification of shielding rune (absorb 130; dur 4; cd 17).
You gain 1.66 gold from the transmogrification of acid wave rune of the warrior (damage 196; dur 4; cd 21).
You gain 1.17 gold from the transmogrification of acid wave rune (damage 44; dur 4; cd 23).
You gain 0.64 gold from the transmogrification of healing infusion (heal 49; cd 10).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
























































































