













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Blood Master at level 19 on the 1st Allure 123rd year of Ascendancy at 07:37 / 1 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 24 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 51 (base 34) |
| Cunning | 25 (base 15) |
Resources
| Life | -59/562 |
| Hate | 27/100 |
| Steam | 100/100 |
| Healing Factor | 0.82058401399232 |
| Regeneration | 5.128650087452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 5 |
| Stealth | 20 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 48 |
| Crit Chance | 12% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 57 |
| Crit Chance | 14% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| Lightning | +3% |
| Nature | +6% |
| Temporal | +3% |
| Darkness | +23% |
| Physical | +27% |
| Mind | +30% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| Lightning | +20% |
| Mind | +35% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 58.317011280365 (72.903125182002%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 4 |
| Physical Save | 28 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 27%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 22% |
| Silence Resistance | 10% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 76 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 Strength stat. |
| Runes | Effective talent level: 1.0 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 80 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 have explored the Maze and vanquished the Horned Horror. * 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 |
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 Possessed. | 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. | 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 precision. 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 wretchling eyeball. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Glorirelle (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% mind Apr +1 On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +7 Fatigue -5% Resists +3% mind Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Light source | Arymina the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Con dps ---------- Melee Ret 17 fire ----- def ----- Resists +7% blight +7% fire +3% nature +3% lightning Spell.save +3 (+1 eff.) Mind.save +7 (+4 eff.) HP.reg +4.00 Disease- +20% ---------- misc Light +4 See.Stealth +6 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Sepsisbloom the rough leather cap (10 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Melee Ret 2 nature ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +1% Resists +3% acid +3% light Max.HP +60.00 Silence- +10% A cap made of leather. |
| On hands | heroic hardened leather gloves of strength (+2) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Max.HP +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of mindblast 'Lelyromirab' [power 170] (13/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Melee Ret 6 blight ----- def ----- Armour +12 Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness +3% temporal Res.pen +5% temporal On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Resists +22% darkness Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +21% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Abysslore0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% lightning +9% fire +6% nature Res.pen +20% lightning Melee Ret 6 fire ----- def ----- Resists +3% fire Rings make your fingers look great! |
| Around neck | Pitchpyre0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +2 Wil +5 Cun +5 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +12% darkness +12% physical Acc +20 (+6 eff.) Apr +2 ----- def ----- Defense +10 (+5 eff.) Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | voratun mace 'Undeathwisp' (155% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +24% mind Res.pen +15% mind +9% physical Acc +13 (+4 eff.) Apr +7 On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Disease- +38% Blunt and deadly. It was changed by the digestive sack. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | thorny mindstar 'Torchshear' (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.5% Atk.spd 100% Melee+ +8 physical +16 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Apr +1 ----- def ----- Armour +2 ---------- misc Stam/turn +2.00 Talents +1 Attune Mindstar 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 | cashmere cloak 'Ce'Nogavea' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Apr +3 ----- def ----- Defense +7 (+3 eff.) Crit.chn- 5.00% Phys.save +7 (+3 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elenyrechak (8 def, 12 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.crit +3% Dmg.mod +6% mind Res.pen +15% mind Melee Ret 10 physical ----- def ----- Armour +12 Defense +8 (+4 eff.) Fatigue +13% Resists +17% fire A suit of armour made of mail. |
Inventory
movement infusion of the titan (speed 564%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 152; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 152.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 136; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel ring 'Starwell'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +9% light +9% blight ----- def ----- Resists +6% light Max.HP +26.00 Disarm- +26% Pinning- +27% Knockbk- +32% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
Gloomstriker the dwarven-steel battleaxe (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 55% * 10 arcane resource burn While equipped: dps ---------- Dmg.mod +9% lightning +6% darkness Res.pen +20% darkness ----- def ----- Resists +5% arcane +12% fire Massive two-handed battleaxes. |
thought-forged voratun battleaxe of massacre (178% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Master/Psionic Power 178% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 mind On Hit: * 21% chance to reduce all saves and defense by 28 While equipped: Stats +6 Cun +5 Wil Massive two-handed battleaxes. |
Ulfochik the dwarven-steel greatsword (148% power, 6 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% Phasing +20% Melee+ +12 darkness Against +14% Living While equipped: Stats +1 Cun +3 Mag dps ---------- Acc +10 (+3 eff.) ---------- misc See.Invis +6 Massive two-handed swords. |
Cleanselady the steel mace (111% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +6 Mag +7 Wil +5 Cun +5 Con dps ---------- Dmg.mod +6% nature +18% fire Res.pen +10% nature Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Blunt and deadly. |
Ce'Nelle the mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +8 Die.at -20.00 life ---------- misc Equi/ret +0.04 Talents +1 Attune Mindstar 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. |
Saloyana the Magmasting (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +5 Str dps ---------- Dmg.mod +6% fire Res.pen +10% physical ----- def ----- Resists +6% acid Phys.save +12 (+6 eff.) One-handed war axes. |
Dagarath (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% physical Res.pen +10% mind Melee Ret 2 acid ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sepsisoath' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) Melee Ret 6 physical On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitira (5 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Melee Ret 6 acid ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +6% fire Silence- +20% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Isluwen the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +10.00% Spell.pwr +4 (+4 eff.) Apr +3 ----- def ----- Armour +1 ---------- misc Stam/turn +2.00 Max.stam +20.00 A pair of boots made of leather. |
Nerenne the pair of iron boots (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +2% Resists +5% fire +6% cold HP.reg +4.00 Heal.mod +15% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainvortex the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% nature +6% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Zerodil (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Spell.crit +1% ----- def ----- Armour +1 Resists +3% darkness +3% physical Mind.save +3 (+2 eff.) HP.reg +1.00 Heal.mod +10% A pair of boots made of leather. |
hardened leather gloves 'Hanurand' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Cun dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Resists +12% lightning +9% darkness +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Max.HP +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of dexterity (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical Acc +11 (+3 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blackjam the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% acid Crit.chn- 10.00% ---------- misc Light +1 A cap made of leather. |
iron helm 'Cyrora' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight On Hit (Melee): * 10% chance to reduce all saves and defense by 28 * 20% chance to reduce strength, dexterity, and constitution by 6 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bokesus the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% fire Phys.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 Infravis +3 A suit of armour made of mail. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
52 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Glitterwar the dwarven-steel torque of gale force [power 215] (13/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% acid +12% light +9% darkness Spell.save +12 (+6 eff.) Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 273 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (13/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 143 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cursed Jorm the Cornac Cursed level 15
51st Haze 122nd year of Ascendancy at 02:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cursed Jorm the Cornac Cursed level 10
26th Haze 122nd year of Ascendancy at 11:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cursed Jorm the Cornac Cursed level 8
2nd Summertide 122nd year of Ascendancy at 10:09 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cursed Jorm the Cornac Cursed level 19
2nd Wintertide 123rd year of Ascendancy at 18:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cursed Jorm the Cornac Cursed level 19
1st Allure 123rd year of Ascendancy at 05:16 see stats
Log
Blood Master resists Cursed Jorm's 'Epidemic'!
Blood Master is covered in acid!
Your rampage is invigorated by your fierce attack! (+1 duration)
Blood Master's is vulnerable to attacks and effects!
Blood Master slows down.
Cursed Jorm performs a melee critical strike against Blood Master!
Cursed Jorm performs a melee critical strike against Blood Master!
Blood Master is being stalked by Cursed Jorm!
You feel your rampage slowing down. (-1 duration)
Cursed Jorm hits Blood Master for (21 to psi shield), (31 absorbed), 0 physical, (8 absorbed), 0 blight, (5 absorbed), 0 mind, (6 to psi shield), (8 absorbed), 0 physical, (22 absorbed), 0 fire, (17 to psi shield), (26 absorbed), 0 physical, (9 absorbed), 0 blight, (15 absorbed), 0 mind, (6 to psi shield), (8 absorbed), 0 physical, (22 absorbed), 0 fire, (17 to psi shield), (26 absorbed), 0 physical, (9 absorbed), 0 blight, (9 absorbed), 0 mind, (6 to psi shield), (8 absorbed), 0 physical, (22 absorbed), 0 fire, (17 to psi shield), (26 absorbed), 0 physical, (9 absorbed), 0 blight, (8 absorbed), 0 mind, (6 to psi shield), (8 absorbed), 0 physical, (22 absorbed), 0 fire (0 total damage).
Blood Master uses Telekinetic Smash.
The shield around Blood Master crumbles.
Cursed Jorm shrugs off the effect 'Stunned'!
Melee retaliation hits Blood Master for (7 to psi shield), (11 absorbed), 0 physical, (7 absorbed), 0 blight, (1 absorbed), 31 fire, (1 to psi shield), 2 nature, (7 to psi shield), 11 physical, 7 blight, 31 fire, (1 to psi shield), 2 nature (82 total damage).
Blood Master hits Cursed Jorm for (25 rampage shugs off), 174 physical, 25 physical, 22 lightning, 99 physical, 25 physical, 22 lightning (369 total damage).
Blood Master's Beyond the Flesh hits Cursed Jorm for 54 physical, 25 physical, 22 lightning (101 total damage).
Melee retaliation hits Blood Master for (7 to psi shield), 11 physical, 7 blight, 31 fire, (1 to psi shield), 2 nature (50 total damage).
Acid Splash from Cursed Jorm hits Blood Master for (2 to psi shield), 2 acid (2 total damage).
Cursed Jorm has shrugged off 25 damage and is ready for more.
Mindrot hits Blood Master for 8 mind, 8 darkness (16 total damage).
Cursed Jorm uses Infusion: Regeneration.
Cursed Jorm starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Blood Master uses Transcendent Pyrokinesis.
Blood Master's Beyond the Flesh hits Cursed Jorm for (25 rampage shugs off), 71 physical (71 total damage).
Melee retaliation hits Blood Master for (6 to psi shield), 9 physical, 6 blight, 27 fire, (1 to psi shield), 1 nature (43 total damage).
Acid Splash from Cursed Jorm hits Blood Master for (2 to psi shield), 2 acid (2 total damage).
Cursed Jorm the level 19 cornac cursed was stabbed to death by Blood Master on level 3 of Ring of Blood.
Blood Master is no longer being stalked by Cursed Jorm.
































































































