










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
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: 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 | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 24 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Neruyata the skeleton magus at level 9 on the 5th Dusk 122nd year of Ascendancy at 07:50 3 / 3Killed by Emokira the wolf at level 17 on the 79th Dusk 122nd year of Ascendancy at 11:09 Killed by skeleton mage at level 23 on the 1st Allure 123rd year of Ascendancy at 02:01 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 33 (base 28) |
| Magic | 68 (base 54) |
| Willpower | 18 (base 10) |
| Cunning | 32 (base 32) |
Resources
| Life | 530/530 |
| Mana | 73/218 |
| Insanity | 0/100 |
| Healing Factor | 1.9099507389163 |
| Regeneration | 4.10639408867 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 9 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Blight | +20% |
| Arcane | +10% |
| Cold | +20% |
| All | 0% |
| Darkness | +71% |
| Light | +12% |
| Temporal | +9% |
| Physical | +9% |
| Mind | +13% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +34% |
| Mind | +5% |
| Temporal | +14% |
Defense: Base
| Armour (hardiness) | 22.299043676975 (44.670658682635%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 40 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 34%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 28% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| 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 283 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Timethief | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Corruption of the Doomed |
| talent | Void Stars |
| talent | Premonition |
| talent | Grand Oration |
| talent | Power Overwhelming |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
Escort the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell) | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by ghoulking. Escort: lost warrior (level 3 of Dreadfell) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 giant spider spinneret. * You've found the needed electric eel tail. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. pair of rough leather boots 'Barirak' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Barirak' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes stats: +4(-) Dex / +2(-) Mag / +3(-) Con Physical save: +6 (+3 eff.) (-) Spell save: +15 (+8 eff.) (-) Mental save: +7 (+4 eff.) (-) Light radius: +2 (-) A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +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 | [vs. Balaneg the cashmere wizard hat (2 def, 0 armour) (On head)]Balaneg the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes resistances: +6%(-) blight / +9%(-) physical / +31%(-) darkness / +18%(-) light Changes damage: +9%(-) physical / +21%(-) darkness / +12%(-) light Grants telepathy: Demon/Minor Demon/Major Maximum hate: +7.00 (-) Mindpower: +7 (+4 eff.) (-) Mental crit. chance: +2% (-) Infravision radius: +1 (-) See invisible: +9 (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. dwarven-steel torque of charged psionic shield 'Murkqueen' [power 65] (20 cooldown) (Tool)]dwarven-steel torque of charged psionic shield 'Murkqueen' [power 65] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8(-) darkness Changes resistances: +15%(-) acid Changes damage: +9%(-) acid / +21%(-) darkness It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 65 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Rhodur the steel ring (On fingers, 1 of 2)]Rhodur the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +13%(-) mind Changes damage: +13%(-) mind Maximum mana: +60.00 (-) Spell crit. chance: +9% (-) Damage Shield penetration: +50% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Rhodur the steel ring (On fingers, 1 of 2)]Glota the Blackobeisance Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +0%(-13%) mind Changes resistances penetration: +20% darkness Changes damage: +0%(-13%) mind Life regen: +0.90 Stamina each turn: +0.80 Maximum life: +63.00 Maximum mana: +0.00 (-60.00) Maximum stamina: +15.00 Spell crit. chance: +0% (-9%) Healing mod.: +29% Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Staff of Bones (120% power, 4 apr, darkness element) (In main hand)]Staff of Bones (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +20%(-) acid / +20%(-) cold / +20%(-) darkness / +20%(-) blight Talent masteries: +0.10(-) Spell / Necrotic minions +0.10(-) Spell / Shades +0.10(-) Corruption / Bone +0.10(-) Spell / Nightfall +0.10(-) Spell / Necrosis +0.10(-) Spell / Advanced necrotic minions Talents granted: +1.00(-) Command Staff Spellpower: +35 (+12 eff.) (-) Spell crit. chance: +10% (-) It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
| On hands | [vs. hardened leather gloves 'Ce'Nethra' (0 def, 6 armour) (On hands)]hardened leather gloves 'Ce'Nethra' (0 def, 6 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str / +1(-) Con Physical save: +13 (+6 eff.) (-) Spell save: +5 (+3 eff.) (-) Mental save: +13 (+7 eff.) (-) Disarm immunity: +20% (-) Life regen: +1.00 (-) Stamina each turn: +1.00 (-) Maximum life: +62.00 (-) Maximum stamina: +11.00 (-) Healing mod.: +15% (-) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Vestments of the Conclave (0 def, 0 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6(-) Mag Changes damage: +10%(-) arcane Spell crit. chance: +15% (-) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | [vs. Gloratira (17 def, 0 armour) (Cloak)]Gloratira (17 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+9 eff.) (-) Damage when hit (Melee): 8(-) blight Changes stats: +3(-) Mag / +3(-) Wil Changes resistances penetration: +5%(-) mind Physical save: +9 (+4 eff.) (-) Spell save: +10 (+5 eff.) (-) Mental save: +9 (+5 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +10 (-) Spell crit. chance: +3% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Eilinukira the Toxinstriker (Around neck)]Eilinukira the Toxinstriker Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes resistances: +16%(-) fire / +12%(-) cold / +6%(-) nature / +17%(-) temporal Changes resistances penetration: +15%(-) nature Blindness immunity: +11% (-) Pinning immunity: +28% (-) Knockback immunity: +26% (-) Infravision radius: +2 (-) Sight radius: +2 (-) See invisible: +7 (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild [wild infusion of the sneak (resist 14%; cure mental, physical)] (on body)]wild infusion of the warrior (resist 17%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14(-3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, physical or -mental effect and reduce all damage taken by 17%(+1%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning, +Strength 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 ability. |
[vs. Rhodur the steel ring (On fingers, 1 of 2)]marksman's copper ring =+Dex= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +0%(-13%) mind Changes damage: +0%(-13%) mind Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-9%) Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Rhodur the steel ring (On fingers, 1 of 2)]sneakthief's copper ring of fire (+22%) =+Cun/Dex= Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +0%(-13%) mind / +22% fire Changes damage: +0%(-13%) mind / +11% fire Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-9%) Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Rhodur the steel ring (On fingers, 1 of 2)]titan's copper ring =+Con= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-13%) mind Changes damage: +0%(-13%) mind Physical save: +6 (+3 eff.) Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-9%) Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Rhodur the steel ring (On fingers, 1 of 2)]warrior's copper ring of sensing =+Str= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +0%(-13%) mind Changes damage: +0%(-13%) mind Blindness immunity: +21% Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-9%) Infravision radius: +3 See stealth: +5 See invisible: +6 Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Rhodur the steel ring (On fingers, 1 of 2)]steel ring of arcana(+0.12/turn) =Mana regen= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +0%(-13%) mind Changes damage: +0%(-13%) mind Silence immunity: +25% Mana each turn: +0.12 Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-9%) Damage Shield penetration: +0% (-50%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Staff of Bones (120% power, 4 apr, darkness element) (In main hand)]Shantiz the Stormblade (111% power, 20 apr) =+DEX= Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-9%) Range: 1.3x (+0.1x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+16) Crit. chance: +10.0% Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Changes damage: +0%(-20%) acid / +0%(-20%) cold / +0%(-20%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.10) Spell / Necrotic minions +0.00(-0.10) Spell / Shades +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Advanced necrotic minions Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-35 (-12 eff.)) Spell crit. chance: +0% (-10%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
[vs. pair of rough leather boots 'Barirak' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Aralle' (6 def, 1 armour) =+Stats= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+2 eff.) Armour: +1 (-) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% (-) Damage (Melee): 0(-15) item nature slow Changes stats: +2 Str / +3(-1) Dex / +0(-2) Mag / +1 Wil / +3(-) Con Changes resistances: +2% physical Changes damage: +3% physical Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Light radius: +0 (-2) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. hardened leather gloves 'Ce'Nethra' (0 def, 6 armour) (On hands)]hardened leather gloves 'Jetqueen' (0 def, 16 armour) =+Con= Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+6 eff.) Armour: +16 (+10) Armour Hardiness: +7% Changes stats: +0(-3) Str / +5(+4) Con Changes resistances: +12% darkness / +6% physical Changes damage: +9% light Physical save: +6 (+3 eff.) (-7 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +12 (+6 eff.) (-1 (-1 eff.)) Disarm immunity: +32% (+12%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-1.00) Maximum life: +46.00 (-16.00) Maximum stamina: +0.00 (-11.00) Healing mod.: +0% (-15%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves 'Ce'Nethra' (0 def, 6 armour) (On hands)]Layidhemirin (0 def, 1 armour) =+Dex/Con= Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+8 eff.) Armour: +1 (-5) Changes stats: +0(-3) Str / +3 Dex / +1 Wil / +3 Cun / +3(+2) Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Physical save: +0 (+0 eff.) (-13 (-6 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-13 (-7 eff.)) Disarm immunity: +0% (-20%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-62.00) Maximum stamina: +0.00 (-11.00) Healing mod.: +0% (-15%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Balaneg the cashmere wizard hat (2 def, 0 armour) (On head)]Radhyrogas the rough leather cap (0 def, 1 armour) =Breathing= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% Damage when hit (Melee): 4 mind Changes resistances: +0%(-9%) physical / +0%(-31%) darkness / +0%(-6%) blight / +6% cold / +0%(-18%) light Changes resistances penetration: +15% mind Changes damage: +0%(-9%) physical / +0%(-21%) darkness / +0%(-12%) light Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +0.00 (-7.00) Mindpower: +8 (+4 eff.) (+1 (+0 eff.)) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-1) See invisible: +0 (-9) A cap made of leather. |
[vs. Balaneg the cashmere wizard hat (2 def, 0 armour) (On head)]hardened leather cap 'Eremekhad' (0 def, 3 armour) =+Con= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: -1% Changes stats: +3 Str / +7 Con Changes resistances: +7% acid / +0%(-9%) physical / +0%(-31%) darkness / +0%(-18%) light / +0%(-6%) blight / +8% fire / +10% cold / +8% lightning Changes damage: +0%(-9%) physical / +0%(-21%) darkness / +0%(-12%) light Grants telepathy: Demon/Minor Demon/Major Mana each turn: +0.20 Maximum hate: +0.00 (-7.00) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-1) See invisible: +0 (-9) A cap made of leather. |
[vs. Balaneg the cashmere wizard hat (2 def, 0 armour) (On head)]Brightpride (0 def, 4 armour) =+Str= Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +5 Wil Changes resistances: +0%(-6%) blight / +0%(-9%) physical / +0%(-31%) darkness / +0%(-18%) light Changes resistances penetration: +5% light Changes damage: +0%(-9%) physical / +0%(-21%) darkness / +0%(-12%) light Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-7.00) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +0% (-2%) Light radius: +3 Infravision radius: +0 (-1) See invisible: +0 (-9) Heals friendly targets nearby when you use a nature summon: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
5 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 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)]brass lantern 'Zanedas' =+Con= Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Con Changes resistances: +12% acid Changes damage: +6% acid Physical save: +5 (+3 eff.) Maximum life: +0.00 (-40.00) Light radius: +2 (-2) See invisible: +6 Healing mod.: +10% 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. |
[vs. dwarven-steel torque of charged psionic shield 'Murkqueen' [power 65] (20 cooldown) (Tool)]Rhydunalen (dig speed 36 turns) =+Str/Dig= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 0(-8) darkness Changes stats: +3 Str / +1 Dex Changes resistances: +0%(-15%) acid Changes damage: +0%(-9%) acid / +3% physical / +0%(-21%) darkness Maximum life: +30.00 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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), costing 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, costing 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mesh the Doomelf Cultist of Entropy level 22
49th Haze 122nd year of Ascendancy at 04:43 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Mesh the Doomelf Cultist of Entropy level 5
78th Pyre 122nd year of Ascendancy at 00:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mesh the Doomelf Cultist of Entropy level 10
6th Dusk 122nd year of Ascendancy at 08:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mesh the Doomelf Cultist of Entropy level 20
45th Haze 122nd year of Ascendancy at 08:58 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Mesh the Doomelf Cultist of Entropy level 23
50th Haze 122nd year of Ascendancy at 16:38 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Mesh the Doomelf Cultist of Entropy level 23
77th Haze 122nd year of Ascendancy at 02:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mesh the Doomelf Cultist of Entropy level 10
7th Dusk 122nd year of Ascendancy at 09:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mesh the Doomelf Cultist of Entropy level 14
44th Dusk 122nd year of Ascendancy at 23:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mesh the Doomelf Cultist of Entropy level 19
43rd Haze 122nd year of Ascendancy at 08:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mesh the Doomelf Cultist of Entropy level 14
39th Dusk 122nd year of Ascendancy at 20:53 see stats
Log
You gain 13.23 gold from the transmogrification of Erydobers [power 141] (6 cooldown).
You gain 2.32 gold from the transmogrification of cashmere cloak of fog (7 def, 0 armour).
You gain 17.08 gold from the transmogrification of Brenykalthozilandur the hardened leather belt.
You gain 3.00 gold from the transmogrification of radiant dwarven-steel plate armour (5 def, 11 armour).
You gain 17.89 gold from the transmogrification of Gilokalthohir the dwarven-steel plate armour (5 def, 11 armour).
You gain 18.69 gold from the transmogrification of hardened leather armour 'Dawngrind' (3 def, 6 armour).
You gain 20.81 gold from the transmogrification of Brodohor the Swampspawn (3 def, 6 armour).
You gain 19.65 gold from the transmogrification of steel shield 'Poroda' (6 def, 2 armour, 38 block).
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 22.72 gold from the transmogrification of Arinor (128% power, 4 apr).
You gain 18.25 gold from the transmogrification of ash starstaff 'Balimas' (111% power, 3 apr, temporal element).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, arcane element).
You gain 0.61 gold from the transmogrification of healing infusion (heal 39).
There is a next level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Mesh deactivates Jinxed Touch.
Mesh deactivates Grand Oration.
Mesh deactivates Power Overwhelming.
Mesh deactivates Corruption of the Doomed.
Mesh deactivates Void Stars.
Mesh deactivates Premonition.
Mesh deactivates Revelation.
Mesh deactivates Chaos Orbs.
Mesh deactivates Twofold Curse.
























































































