












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other 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! 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 | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 19 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Salorin the gigantic sandworm tunneler at level 17 on the 54th Regrowth 123rd year of Ascendancy at 08:22 / 2Killed by shadow at level 19 on the 74th Regrowth 123rd year of Ascendancy at 04:08 |
Primary Stats
| Strength | 60 (base 45) |
| Dexterity | 19 (base 12) |
| Constitution | 16 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 40 (base 37) |
| Cunning | 18 (base 12) |
Resources
| Life | -335/258 |
| Psi | 0/238 |
| Healing Factor | 1.2745771506545 |
| Regeneration | 7.9661071915911 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 51 |
| Crit Chance | 5% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Nature | +35% |
| Cold | +6% |
| Lightning | +21% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Fire | +4% |
| Darkness | +10% |
| Physical | +15% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32.551211628464 (73.607947236566%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 26 |
| Physical Save | 26 |
| Spell Save | 19 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 40%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 72% |
| Knockback Resistance | 44% |
| Stun Resistance | 100% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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 Strength 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: HealingUse 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 instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. | 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 |
Equipment
| On feet | Ce'Neyawe (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +10 (+3 eff.) Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Life regen: +2.00 Only die when reaching: -60.00 life Infravision radius: +2 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | self-loading quiver of ash arrows (12/12, 18-25 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 12 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brodydur (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +5% arcane / +11% light / +11% darkness Blindness immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +10% Life regen: +2.00 A cap made of leather. |
| On hands | Arilin (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 acid Damage when hit (Melee): 6 acid Changes stats: +5 Dex / +1 Con Changes resistances: +6% acid Changes resistances penetration: +15% physical Changes damage: +4% acid Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xerynn the steel torque of psionic shield [power 49] (18/22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% cold / +9% fire / +6% darkness / +5% arcane It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Heal for 40. * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Balyntir the BoltquakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature / +3% cold Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +6% cold Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | copper quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +5 Con Changes resistances: +22% nature / +9% darkness Changes resistances penetration: +10% darkness Changes damage: +11% nature / +6% lightning Disarm immunity: +23% Pinning immunity: +21% Stun/Freeze immunity: +30% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
| Around neck | grounding copper amulet of mastery (0.11 Spell / Staff combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Spell / Staff combat Stun/Freeze immunity: +20% Amulets make your neck look great! |
| In main hand | Unryrim the steel longsword (22-30 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 1) on hit: +4 mind / +7 fire When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +6% mind Disarm immunity: +25% Sharp, long, and deadly. |
| Around waist | Isawe the BlazewarInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes damage: +3% fire Critical mult.: +5.00% Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | thorny mindstar of flames (7-7 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 fire Changes resistances: +4% fire Changes resistances penetration: +4% fire Changes damage: +9% fire Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +5% 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. |
| Cloak | Morbusstreaker (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 52% * 10% chance to reduce all saves and defense by 25 Changes stats: +3 Cun / +2 Dex Changes resistances: +9% nature Changes resistances penetration: +10% mind Changes damage: +24% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% acid / +6% physical / +7% fire / +5% lightning / +9% cold Talent cooldown: Rush (-5 turns) Mental save: +12 (+6 eff.) Disarm immunity: +24% Stun/Freeze immunity: +21% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
SilakiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Wil Changes resistances: +12% temporal / +5% arcane / +3% nature Critical mult.: +5.00% Mental save: +3 (+1 eff.) Pinning immunity: +23% Knockback immunity: +24% Amulets make your neck look great! |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
linen cloak of the guardian (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Physical save: +11 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nabeth (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +5 Fatigue: +2% Changes resistances: +6% lightning / +6% cold Spell save: +18 (+9 eff.) Pinning immunity: +20% Stun/Freeze immunity: +10% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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. |
iron pickaxe 'Samurim' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +1 Wil / +2 Cun / +3 Con Changes resistances: +10% nature Changes damage: +6% nature See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+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. |
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 Recall (2/2)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 172 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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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. |
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. |
horrifying thorny mindstar of frost (7-7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +12 Damage (Melee): 4 cold / 3 mind / 6 darkness Changes resistances: +9% cold Changes resistances penetration: +6% cold Changes damage: +7% cold / +5% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nue Houjuu the Cornac Possessor level 12
45th Dusk 122nd year of Ascendancy at 15:21 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Nue Houjuu the Cornac Possessor level 10
23rd Dusk 122nd year of Ascendancy at 14:20 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Nue Houjuu the Cornac Possessor level 18
63rd Regrowth 123rd year of Ascendancy at 22:36 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nue Houjuu the Cornac Possessor level 8
18th Dusk 122nd year of Ascendancy at 15:14 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Nue Houjuu the Cornac Possessor level 7
9th Dusk 122nd year of Ascendancy at 18:54 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Nue Houjuu the Cornac Possessor level 7
7th Dusk 122nd year of Ascendancy at 16:52 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Nue Houjuu the Cornac Possessor level 17
54th Regrowth 123rd year of Ascendancy at 08:22 see stats
Log
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Shadow casts Shadow Lightning.
Nue Houjuu converts some damage to Psi!
Shadow hits Nue Houjuu for (49 flat reduction), 0 lightning (0 total damage).
Shadow hits Nue Houjuu for (49 flat reduction), 1 to psi, 380 fire (382 total damage).
Your body died! You quickly return to your normal one but the shock is terrible!
Nue Houjuu deactivates Precise Strikes.
Nue Houjuu is stunned!
Talent Attune Mindstar is ready to use.
Shadow casts Shadow Lightning.
Nue Houjuu channels pain to The Withering Thing!
Channel Pain hits The Withering Thing for 19 mind damage.
Shadow hits Nue Houjuu for (49 flat reduction), 72 lightning (73 total damage).
Shadow casts Blindside.
Shadow hits Nue Houjuu for (49 flat reduction), 65 physical (66 total damage).
Melee retaliation hits Shadow for 3 acid, 1 lightning (5 total damage).
The Withering Thing is no longer writhing in agony.
The Withering Thing receives 39 healing from Unnatural Body.
The Withering Thing's creeping dark hits Nue Houjuu for (26 flat reduction), 0 darkness (0 total damage).
Psionic Disruption from Nue Houjuu hits The Withering Thing for 32 mind damage.
Possess from Nue Houjuu hits The Withering Thing for 6 mind damage.
Shadow casts Shadow Flames.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Nue Houjuu for (49 flat reduction), 343 fire (344 total damage).
Melee retaliation hits Shadow for 0 acid, 0 lightning (0 total damage).
Shadow hits Nue Houjuu for (49 flat reduction), 81 physical (82 total damage).
Nue Houjuu the level 19 cornac possessor was skewered to death by a shadow on level 3 of Heart of the Gloom.

















































