










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 26 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 57 (base 50) |
| Dexterity | 17 (base 10) |
| Constitution | 21 (base 13) |
| Magic | 57 (base 57) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 750/750 |
| Mana | 145/145 |
| Insanity | 0/100 |
| Healing Factor | 1.686387434555 |
| Regeneration | 4.9748429319373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 17.649482394541 |
| See Invisible | 17.649482394541 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 37 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +10% |
| Blight | +18% |
| Darkness | +18% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Nature | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 54 (87.462686567164%) |
| Defense | 19 |
| Ranged Defense | 25 |
| Fatigue | 29 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 51%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 37%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 587% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Premonition |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by large brown snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brightwedge (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Maximum life: +20.00 Maximum stamina: +20.00 Light radius: +3 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brightidol the iron helm (9 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +5% Changes resistances: +11% fire / +6% cold Physical save: +12 (+5 eff.) Confusion immunity: +10% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Sileyatha the dwarven-steel pickaxe (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes resistances penetration: +5% temporal Changes damage: +12% mind Physical save: +8 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +42 (+14 eff.) Maximum life: +55.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
| On fingers | copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 33 acid damage in a 4 radius ball. This damage will increase by 23% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
| On hands | dwarven-steel gauntlets 'Alohell' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +2 Str / +2 Con Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +33% Only die when reaching: -40.00 life Maximum life: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Glawe (4 def, 16 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +3 Str / +4 Con Changes resistances: +19% cold Critical mult.: +10.00% Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Maximum life: +30.00 A suit of armour made of metal plates. |
| Cloak | Glorelranor the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +2 Cun / +2 Con Life regen: +0.80 Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Korurarig the FesterreignInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Dex Changes resistances: +9% nature / +11% physical Changes resistances penetration: +10% nature Stamina each turn: +0.50 Only die when reaching: -60.00 life Amulets can have magical properties. |
Inventory
regeneration infusion (heal 210 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Branuruidan the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +7 Dex / +2 Wil Reduces incoming crit damage: 10.00% See invisible: +9 Amulets can have magical properties. |
Tarrydunayon the NightqueenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +7 Con Changes resistances: +6% mind Changes resistances penetration: +5% darkness / +5% mind Talent masteries: +0.16 Demented / Disfigured face +0.16 Demented / Path of horror Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
steel amulet 'Armagorn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Con Changes resistances: +14% lightning / +1% physical / +3% blight Silence immunity: +5% Stun/Freeze immunity: +24% Knockback immunity: +5% Amulets can have magical properties. |
rogue's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
Samesus the Gloompanic (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +5 temporal Burst (radius 2) on crit: +8 darkness When wielded/worn: Fatigue: -2% Changes stats: +1 Cun / +3 Con Light radius: +2 Sharp, long, and deadly. |
PoremiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +3% acid Light radius: +1 A belt that goes around your waist. |
linen cloak 'Xewen' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances penetration: +5% mind Changes damage: +6% physical Mental save: +6 (+2 eff.) Maximum life: +20.00 Mental crit. chance: +3% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamyroddahir the cashmere cloak (2 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +2 (+1 eff.) Changes resistances: +9% acid / +18% cold Reduces incoming crit damage: 10.00% Physical save: +30 (+11 eff.) Cut immunity: +10% Pinning immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnstrider the pair of rough leather boots (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +12% darkness / +18% temporal Changes resistances penetration: +12% darkness / +11% temporal Changes damage: +6% light Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Teleport immunity: +10% Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% A pair of boots made of leather. |
Bokudin the Pitchmistress (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +0% Changes stats: +2 Dex / +1 Mag / +3 Con Changes damage: +9% darkness See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Searstar' (9 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes resistances penetration: +20% fire Stamina each turn: +0.90 Only die when reaching: -60.00 life Maximum stamina: +23.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Zerykath' (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 5 nature Changes resistances: +7% nature Changes damage: +5% nature Spell save: +30 (+13 eff.) Stun/Freeze immunity: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 71 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Burnpanic (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str Changes damage: +6% lightning / +30% fire Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 178 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. |
Strikeidol the stralite torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +5% arcane / +12% lightning Changes damage: +18% arcane Talent granted: +8 Telekinetic Blast It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Eclipseclamor of the Blightspawn [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Dex / -3 Mag Maximum wards: +2 acid / +3 nature / +3 light Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +1 Ward +1 Lay Web Reduces incoming crit damage: 15.00% Spell save: +13 (+6 eff.) Cut immunity: +10% It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
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, costing 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eliwen the Cornac Writhing One level 26
24th Haze 122nd year of Ascendancy at 21:00 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Eliwen the Cornac Writhing One level 24
73rd Dusk 122nd year of Ascendancy at 03:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eliwen the Cornac Writhing One level 11
5th Dusk 122nd year of Ascendancy at 02:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Eliwen the Cornac Writhing One level 22
70th Dusk 122nd year of Ascendancy at 09:02 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eliwen the Cornac Writhing One level 26
24th Haze 122nd year of Ascendancy at 21:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eliwen the Cornac Writhing One level 10
7th Flare 122nd year of Ascendancy at 03:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eliwen the Cornac Writhing One level 20
60th Dusk 122nd year of Ascendancy at 11:35 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Eliwen the Cornac Writhing One level 19
44th Dusk 122nd year of Ascendancy at 12:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eliwen the Cornac Writhing One level 14
14th Dusk 122nd year of Ascendancy at 13:44 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Eliwen the Cornac Writhing One level 26
24th Haze 122nd year of Ascendancy at 21:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Eliwen the Cornac Writhing One level 14
16th Dusk 122nd year of Ascendancy at 11:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Eliwen the Cornac Writhing One level 22
66th Dusk 122nd year of Ascendancy at 14:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eliwen the Cornac Writhing One level 14
19th Dusk 122nd year of Ascendancy at 19:37 see stats
Log
Today is the 35th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 36th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:06.
Today is the 37th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 38th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:05.
Resting starts...
Rested for 73 turns (stop reason: all resources and life at maximum).
Today is the 39th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 41st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
Today is the 43rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Ran for 14 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 45th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Eliwen deactivates Premonition.
Eliwen deactivates Chaos Orbs.










































































