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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 | Male |
| Race | Lich |
| Class | Wanderer5in1 |
| Level / Exp | 37 / 53% |
| Size | huge |
| Lifes / Deaths | Killed by Glorinn the orc cryomancer at level 36 on the 42nd Haze 122nd year of Ascendancy at 03:00 / 1 |
Primary Stats
| Strength | 279 (base 60) |
| Dexterity | 180 (base 37) |
| Constitution | 144 (base 60) |
| Magic | 114 (base 60) |
| Willpower | 102 (base 60) |
| Cunning | 143 (base 60) |
Resources
| Mana | 766/766 |
| Life | 1664/1664 |
| Soul | 8/8 |
| Hate | 76/100 |
| Equilibrium | 0 |
| Insanity | 0/100 |
| Positive | 98/98 |
| Stamina | 388/388 |
| Psi | 212/212 |
| Healing Factor | 2.3205497466651 |
| Regeneration | 243.09441738712 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +158.7254180352% |
| Spell | 0% |
| Global | +169.7807167737% |
Vision
| Sight | 12 |
| Lite | 19 |
| Infravision | 10 |
| See Stealth | 118.77795451787 |
| See Invisible | 130.77795451787 |
Offense: Mainhand
| Damage | 604 |
| Accuracy | 125 |
| Crit Chance | 65% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 99 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +63% |
| Arcane | +9% |
| Cold | +35% |
| All | 0% |
| Lightning | +41% |
| Light | +43% |
| Physical | +22% |
| Mind | +6% |
| Darkness | +57% |
| Fire | +63% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +40% |
| Lightning | +30% |
| Cold | +55% |
| Physical | +69% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 205.68651300603 (100%) |
| Defense | 105 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 85 |
| Spell Save | 89 |
| Mental Save | 89 |
Defense: Resistances
| Acid | + 80%( 80%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 80%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 75%( 75%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 60% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 23% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 79% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 482 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 191 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 505 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Tentacles | 7.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Battle tactics | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Necrosis | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 5.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Lich | 1.40 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Fiery Hands |
| talent | Doomed For Eternity |
| talent | Chant of Resistance |
| talent | Weapon of Wrath |
| talent | Augmentation |
| talent | Weapon of Light |
| talent | Aether Permeation |
| talent | Second Life |
| talent | Exploit Weakness |
| talent | Shock Hands |
| talent | Daunting Presence |
| beneficial effect | Countering melee attacks: Has a 72% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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. | active |
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 Shardskin. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 248. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed black mamba head. * You've found the needed ritch stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * You've found the needed length of troll intestine. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Snowrock (64-102 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 Base power: 64.0 - 102.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +8 arcane / +4 cold When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +12 Changes resistances: +5% arcane Changes resistances penetration: +12% physical Changes damage: +9% arcane Massive two-handed swords. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Shockvice the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +2 Wil / +2 Cun / +6 Con Changes resistances: +15% blight Changes resistances penetration: +5% mind Changes damage: +9% lightning / +3% cold / +6% mind Physical save: +18 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +42% Confusion immunity: +23% Life regen: +10.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Light radius: +11 See stealth: +21 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On feet | Manogrim (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +3 Fatigue: -5% Changes stats: +5 Str / +3 Con Changes resistances: +6% light Changes damage: +7% physical Physical save: +6 (+1 eff.) Disease immunity: +20% Stamina each turn: +0.20 Only die when reaching: -20.00 life Maximum life: +38.00 Movement speed: +10% Size category: +1 A pair of boots made of leather. |
| Tool | Hailknave the ash wand of shielding [power 188] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight / 2 cold Changes stats: +10 Cun / +4 Con Changes damage: +3% blight It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Hettudan'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +35 (+6 eff.) Changes stats: +12 Dex Disease immunity: +20% Cut immunity: +23% Silence immunity: +57% Teleport immunity: +23% Mana each turn: +0.34 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Gleambane the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 2 blight / 2 light Changes stats: +6 Dex / +9 Cun / +5 Con Changes damage: +18% blight Blindness immunity: +18% Life regen: +3.00 Stamina each turn: +0.70 Infravision radius: +3 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Duatheldeath (46-64 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 136 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 cold When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +30% cold Changes damage: +32% cold / +9% light / +15% darkness Blunt and deadly. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Around waist | drakeskin leather belt 'Strikebrawn'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 4 arcane / 6 lightning Changes stats: +5 Cun / +6 Dex Changes resistances: +12% lightning / +13% fire / +15% cold Changes resistances penetration: +5% lightning / +17% physical Changes damage: +3% lightning / +12% physical Mental crit. chance: +11% A belt that goes around your waist. |
| Cloak | battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: +12 (+3 eff.) Stamina each turn: +1.20 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belyritira the Strikequencher (0 def, 35 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Fatigue: +22% Changes stats: +14 Wil Changes resistances: +57% blight / +60% darkness / +21% lightning Mana each turn: +0.04 Mana when firing critical spell: +2.48 Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +4 A suit of armour made of metal plates. |
Inventory
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Bones (20-24 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. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 385, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
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. |
338 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 45 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 122 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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sir Yuck the Yeek Wanderer5in1 level 27
2nd Dusk 122nd year of Ascendancy at 01:32 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Sir Yuck the Yeek Wanderer5in1 level 30
9th Dusk 122nd year of Ascendancy at 03:20 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sir Yuck the Yeek Wanderer5in1 level 22
8th Flare 122nd year of Ascendancy at 12:26 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Sir Yuck the Yeek Wanderer5in1 level 27
3rd Dusk 122nd year of Ascendancy at 05:34 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sir Yuck the Yeek Wanderer5in1 level 27
2nd Dusk 122nd year of Ascendancy at 01:38 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sir Yuck the Yeek Wanderer5in1 level 33
26th Dusk 122nd year of Ascendancy at 20:40 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Sir Yuck the Yeek Wanderer5in1 level 10
5th Mirth 122nd year of Ascendancy at 20:01 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Sir Yuck the Yeek Wanderer5in1 level 20
7th Flare 122nd year of Ascendancy at 19:20 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Sir Yuck the Yeek Wanderer5in1 level 30
9th Dusk 122nd year of Ascendancy at 03:04 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Sir Yuck the Lich Wanderer5in1 level 36
42nd Haze 122nd year of Ascendancy at 03:00 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Sir Yuck the Yeek Wanderer5in1 level 15
7th Mirth 122nd year of Ascendancy at 06:35 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sir Yuck the Yeek Wanderer5in1 level 28
3rd Dusk 122nd year of Ascendancy at 07:19 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sir Yuck the Yeek Wanderer5in1 level 31
9th Dusk 122nd year of Ascendancy at 13:04 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sir Yuck the Yeek Wanderer5in1 level 12
6th Mirth 122nd year of Ascendancy at 02:44 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Sir Yuck the Yeek Wanderer5in1 level 11
5th Mirth 122nd year of Ascendancy at 21:17 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Sir Yuck the Yeek Wanderer5in1 level 27
2nd Dusk 122nd year of Ascendancy at 01:32 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Sir Yuck the Yeek Wanderer5in1 level 27
2nd Dusk 122nd year of Ascendancy at 01:32 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Sir Yuck the Yeek Wanderer5in1 level 15
7th Mirth 122nd year of Ascendancy at 05:18 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Sir Yuck the Yeek Wanderer5in1 level 18
2nd Flare 122nd year of Ascendancy at 04:20 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sir Yuck the Yeek Wanderer5in1 level 27
3rd Dusk 122nd year of Ascendancy at 06:02 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sir Yuck the Yeek Wanderer5in1 level 16
7th Mirth 122nd year of Ascendancy at 10:11 see stats
Log
You gain 21.61 gold from the transmogrification of Lightningmonster (20-28 power, 4 apr).
You gain 25.00 gold from the transmogrification of Daimechak (20-28 power, 4 apr).
You gain 25.00 gold from the transmogrification of elm starstaff 'Isulekira' (10-12 power, 2 apr, light element).
You gain 21.19 gold from the transmogrification of Venomwarden the yew vilestaff (20-24 power, 4 apr, acid element).
You gain 25.00 gold from the transmogrification of hardened leather sling 'Glowvile'.
You gain 23.76 gold from the transmogrification of Skysever.
You gain 4.69 gold from the transmogrification of projecting pulsing mindstar of balance (12-13 power, 32 apr, mind damage).
You gain 3.54 gold from the transmogrification of nature's pulsing mindstar of life (12-14 power, 32 apr, nature damage).
You gain 25.00 gold from the transmogrification of Heatreek (8-8 power, 24 apr, nature damage).
You gain 5.00 gold from the transmogrification of Charged Focus (10-11 power, 24 apr, lightning damage).
You gain 25.00 gold from the transmogrification of steel longsword 'Murkstreak' (12-18 power, 16 apr).
You gain 5.79 gold from the transmogrification of plaguebringer's dwarven-steel longsword of erosion (23-32 power, 4 apr).
You gain 5.54 gold from the transmogrification of blazebringer's stralite longsword (32-46 power, 5 apr).
You gain 17.02 gold from the transmogrification of Nerywen (22-30 power, 3 apr).
You gain 25.00 gold from the transmogrification of yew longbow 'Hellstrencher'.
You gain 23.67 gold from the transmogrification of Frigidstrider the elm longbow.
You gain 16.83 gold from the transmogrification of enhanced stralite greatsword of evisceration (46-74 power, 3 apr).
You gain 25.00 gold from the transmogrification of Freezerace (44-65 power, 2 apr).
You gain 5.09 gold from the transmogrification of stralite dagger of evisceration (32-42 power, 9 apr).
You gain 7.11 gold from the transmogrification of blazebringer's stralite dagger of erosion (26-33 power, 9 apr).
You gain 25.00 gold from the transmogrification of Xilravena.
You gain 1.48 gold from the transmogrification of shielding rune (absorb 162; dur 5; cd 14).
You gain 2.01 gold from the transmogrification of blink rune of the warrior (range 15; phase 43; cd 15).
You gain 1.71 gold from the transmogrification of blink rune (range 5; phase 14; cd 13).
You gain 1.61 gold from the transmogrification of biting gale rune (damage 165; dur 4; cd 20).
You gain 1.50 gold from the transmogrification of acid wave rune (damage 111; dur 4; cd 16).
You gain 1.57 gold from the transmogrification of acid wave rune (damage 125; dur 4; cd 17).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (res 47%; mental, magical; dur 4; cd 16).
You gain 0.67 gold from the transmogrification of healing infusion (heal 58; cd 11).
There is a previous level here (press '' or right click to use).



































































































































