Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 19 / 87% |
| Size | small |
| Lifes / Deaths | Killed by gladiator at level 5 on the 79th Pyre 122nd year of Ascendancy at 19:58 / 28Killed by gladiator at level 5 on the 79th Pyre 122nd year of Ascendancy at 21:07 Killed by Chand the thalore at level 8 on the 5th Flare 122nd year of Ascendancy at 00:35 Killed by giant carpenter ant at level 10 on the 4th Dusk 122nd year of Ascendancy at 01:40 Killed by Bill the Stone Troll at level 12 on the 76th Haze 122nd year of Ascendancy at 03:01 Killed by netherworm mass at level 13 on the 4th Decay 122nd year of Ascendancy at 20:40 Killed by Minotaur of the Labyrinth at level 13 on the 7th Decay 122nd year of Ascendancy at 04:58 Killed by greater gwelgoroth at level 16 on the 14th Regrowth 123rd year of Ascendancy at 20:55 Killed by worm that walks at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 03:58 Killed by Weirdling Beast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 05:37 Killed by Weirdling Beast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 06:44 Killed by Weirdling Beast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 07:53 Killed by Weirdling Beast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 09:00 Killed by Weirdling Beast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 09:58 Killed by cold drake hatchling at level 17 on the 43rd Regrowth 123rd year of Ascendancy at 06:58 Killed by Velatira the yellow jelly at level 17 on the 44th Regrowth 123rd year of Ascendancy at 07:52 Killed by snow giant boulder thrower at level 17 on the 44th Regrowth 123rd year of Ascendancy at 17:22 Killed by Eleritira the ultimate telugoroth at level 17 on the 46th Regrowth 123rd year of Ascendancy at 09:32 Killed by Eleritira the ultimate telugoroth at level 17 on the 46th Regrowth 123rd year of Ascendancy at 10:38 Killed by Emaretha the warg at level 18 on the 74th Regrowth 123rd year of Ascendancy at 17:38 Killed by Emaretha the warg at level 18 on the 74th Regrowth 123rd year of Ascendancy at 18:43 Killed by Emaretha the warg at level 18 on the 74th Regrowth 123rd year of Ascendancy at 19:42 Killed by Rantha the Worm at level 18 on the 74th Regrowth 123rd year of Ascendancy at 19:57 Killed by Rantha the Worm at level 18 on the 74th Regrowth 123rd year of Ascendancy at 20:55 Killed by Lisethra the xorn at level 18 on the 75th Regrowth 123rd year of Ascendancy at 09:38 Killed by Lisethra the xorn at level 18 on the 75th Regrowth 123rd year of Ascendancy at 10:44 Killed by Z'quikzshl the skeletal mold at level 19 on the 75th Regrowth 123rd year of Ascendancy at 22:16 Killed by snow giant boulder thrower at level 19 on the 76th Regrowth 123rd year of Ascendancy at 07:46 |
Primary Stats
| Strength | 13 (base 11) |
| Dexterity | 45 (base 42) |
| Constitution | 8 (base 9) |
| Magic | 8 (base 10) |
| Willpower | 42 (base 18) |
| Cunning | 43 (base 34) |
Resources
| Life | 548/548 |
| Fury | 124/124 |
| Stamina | 250/250 |
| Equilibrium | 15 |
| Healing Factor | 1.14780078507 |
| Regeneration | 12.912758832038 |
Speed
| Mental | -5.1070259132757E-13% |
| Attack | 0% |
| Movement | -14.200141723708% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 51.670911827656 (32.34136569841%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 3 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 5%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Disarm Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (0/0)
Class Talents
| Wild-child / Fervency | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-heart / Perseverance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stinger | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Firestarter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-heart / Noble Animal | 0.90 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| Wild-heart / Wing Pod | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Burrowing Beast | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Inner Animal | 0.90 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-child / Cutting Edge | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-heart / Bloodletting Beast | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.20 |
| 0/10 |
| 6/10 |
| 1/10 |
| 4/10 |
| 3/10 |
| 0/10 |
| 3/10 |
| 0/10 |
| Ego / Mantis | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Concealed Blade |
| talent | Heart Racing |
| talent | Steady Pace |
| talent | Pernicious Needle |
| talent | Predator Stance |
| talent | Macabre End |
| talent | Open Veins |
| beneficial effect | You have fashioned makeshift protection out of (Trimmed) thought-forged steel greatsword of erosion (14-23 power, 4 apr) [durability 108/150], granting you 8.5 armor, causing 4.1 physical damage over time to attackers, and giving you various bonuses based on the weapon's properties. Bladed Mail* You are gaining some of the weapon's on-hit effects as retaliation effects. * You are gaining 'wielder' effects from this weapon. --------------------- Type: weapon / greatsword ; tier 2 On weapon hit: * 20% chance to reduce all saves and defense by 25 Damage (Melee): +9 nature / +12 mind When wielded/worn: Armour: +14 Changes stats: +3 Cun / +3 Wil |
| beneficial effect | These weapons won't last forever... ImpermanenceCurrent durabilities: steel, acidic, massacre [76/127] d.steel, erosion [278/278] steel, chilling, massacre [159/159] steel, massacre [92/127] |
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 |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Rabbit's Foot (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Elusiveness (+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 |
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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past 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. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * The Spellblaze is the source of most of the world's magic... Undoubtedly, you could find something quite powerful in its mark! * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * Legends tell of a dungeon with no end. However, the entrance is sealed... Could a powerful artifact lie within...? - The Summoner stressed that you should stay away from Dreadfell, whatever you do... | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. - You were betrayed; the one you were targetting somehow got away, despite how certain his death was. Someone helped him... And left you to die. - You spent every last second burning that painful sensation into your mind. It proved useful, as THIS is what has allowed you to recall these moments! | active |
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. | 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. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| Tool | innervating ash wand of shielding [power 170] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Left hook | steel dagger of massacre (18-23 power, 10 apr) [durability 92/127]Requires: - Talent Engraft Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Durability: 92/127 Sharp, short and deadly. |
| Around neck | steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +13% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
| Right hook | acidic steel longsword of massacre (22-31 power, 5 apr) [durability 76/127]Requires: - Talent Engraft Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Armour: +11 Durability: 76/127 Sharp, long, and deadly. |
| Light source | bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +6 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 | Glorin the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 temporal Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% temporal Critical mult.: +5.00% Psi when hit: +0.12 Mindpower: +5 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
| Cloak | cashmere cloak 'Zubomina' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes resistances: +3% darkness Changes damage: +3% physical Physical save: +11 (+5 eff.) Spell save: +3 (+2 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
regeneration infusion of the psychic (heal 218; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 218 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune of the warrior (power 12; resist 15%; move 35%; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 35% faster, and you are invisible (power 12). 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 spell talent. |
Glacierwrither the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Str Changes resistances: +3% cold Changes resistances penetration: +5% nature / +5% cold Changes damage: +3% cold Amulets make your neck look great! |
grounding steel amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
balanced steel dagger of massacre (18-24 power, 11 apr) [durability 150/150]Requires: - Talent Engraft Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +9 Defense: +7 (+4 eff.) Disarm immunity: +21% Durability: 150/150 Sharp, short and deadly. |
(Trimmed) Yaruhek the steel greatsword (16-26 power, 4 apr) [durability 272/272]Requires: - Talent Engraft Crafted by a master 2.00 Encumbrance. Type: weapon / greatsword ; tier 2 Base power: 16.2 - 25.9 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Armour: +8 Defense: +10 (+5 eff.) Changes damage: +12% physical Mental save: +9 (+4 eff.) Blindness immunity: +10% Disarm immunity: +39% Healing mod.: +10% Durability: 272/272 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Corpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+10 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
arcing steel longsword of massacre (22-30 power, 6 apr) [durability 150/150]Requires: - Talent Engraft Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Armour: +11 Durability: 150/150 Sharp, long, and deadly. |
balanced steel longsword (17-24 power, 6 apr) [durability 150/150]Requires: - Talent Engraft Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +8 Defense: +6 (+3 eff.) Disarm immunity: +28% Durability: 150/150 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel longsword (16-22 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +21% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace (14-19 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of erosion (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature Blunt and deadly. |
Serpent's Glare (7-8 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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 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 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of balance (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.thought-forged steel waraxe of phasing (12-18 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 25 Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil One-handed war axes. |
Silawyn the Glowblack (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% acid / +3% light Changes resistances penetration: +10% acid Changes damage: +15% light Physical save: +5 (+2 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of implacability (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +11 (+5 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 47.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing steel mail armour of resilience (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% nature / +10% blight Maximum life: +20.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.slimey quiver of ash arrows of accuracy (24/24, 20-29 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 On weapon hit: * 8% chance to slow global speed by 51% Arrows are used with bows to pierce your foes to death. |
2 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. |
2 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. |
4 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. |
4 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. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +8 See invisible: +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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 58% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
This item will automatically be transmogrified when you leave the level.acidic pouch of steel shots (21/21, 20-23 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
7 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. |
3 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. |
4 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Drhud the Mantis Ritch level 12
73rd Dusk 122nd year of Ascendancy at 16:16 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Drhud the Mantis Ritch level 19
14th Pyre 123rd year of Ascendancy at 02:27 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Drhud the Mantis Ritch level 10
3rd Dusk 122nd year of Ascendancy at 19:57 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Drhud the Mantis Ritch level 16
14th Regrowth 123rd year of Ascendancy at 20:51 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Drhud the Mantis Ritch level 6
79th Pyre 122nd year of Ascendancy at 22:43 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Drhud the Mantis Ritch level 8
9th Mirth 122nd year of Ascendancy at 16:17 see stats
Log
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior's is vulnerable to attacks and effects!
Drhud resists the knockback!
Drhud steals life from Armoured skeleton warrior!
Armoured skeleton warrior hits Drhud for 38 physical, 8 cold, 5 lightning, 27 physical, 5 lightning, 28 physical, 5 lightning (117 total damage).
Melee retaliation hits Armoured skeleton warrior for 12 temporal, 15 mind, 11 nature, 1 physical, [2 OVERKILL], 3 temporal, [2 OVERKILL], 0 mind, [1 OVERKILL], 0 nature, 1 physical, [2 OVERKILL], 0 temporal, [2 OVERKILL], 0 mind, [1 OVERKILL], 0 nature, [0 OVERKILL], 0 physical (43 total damage).
Drhud performs a melee critical strike against Armoured skeleton warrior!
Drhud's spell attains critical power!
Drhud performs a melee critical strike against Armoured skeleton warrior!
Drhud performs a melee critical strike against Armoured skeleton warrior!
You end your target with a crushing blow!
You end your target with a crushing blow!
Drhud steals life from Armoured skeleton warrior!
Melee retaliation hits Drhud for 3 lightning, 3 lightning, 3 lightning, 3 lightning (12 total damage).
Drhud hits Armoured skeleton warrior for [0 OVERKILL], 0 physical, [10 OVERKILL], 0 physical, [0 OVERKILL], 0 physical, [9 OVERKILL], 0 physical, [0 OVERKILL], 0 physical, [1 OVERKILL], 0 physical, [1 OVERKILL], 0 physical, [0 OVERKILL], 0 physical, [2 OVERKILL], 0 physical (0 total damage).
Armoured skeleton warrior falls over-- Dead.
You pickup 0.65 gold pieces.
Resting starts...
Drhud's invigoration fades.
Talent Heart Racing is ready to use.
Talent Pernicious Needle is ready to use.
Drhud activates Pernicious Needle.
Rested for 15 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 65 turns (stop reason: at door).












































