










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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 | Drem |
| Class | Writhing One |
| Level / Exp | 19 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Xanima the giant netherworm at level 19 on the 4th Loss 122nd year of Ascendancy at 01:03 / 1 |
Primary Stats
| Strength | 68 (base 39) |
| Dexterity | 29 (base 10) |
| Constitution | 27 (base 13) |
| Magic | 55 (base 47) |
| Willpower | 14 (base 10) |
| Cunning | 31 (base 10) |
Resources
| Life | -61/632 |
| Insanity | 0/100 |
| Healing Factor | 1.4294416243655 |
| Regeneration | 78.976649746195 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -20.571867855308% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.346101725859 |
| See Invisible | 29.346101725859 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 36 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Darkness | +43% |
| Blight | +12% |
| Physical | +15% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +15% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 34.413408721348 (66.666666666667%) |
| Defense | 16 |
| Ranged Defense | 21 |
| Fatigue | 17 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Nature | + 38%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 38%( 70%) |
| Cold | + 38%( 70%) |
| Mind | + 35%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Confusion Resistance | 32% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 15% |
| Silence Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 150.70 darkness and 150.70 temporal damage each turn. Entropic Gift |
| detrimental effect | On death will restore to the source up to 12 times the vim's worth. Bleak Outcome |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | Movement speed is reduced by 43%. Slow movement |
| beneficial effect | A flow of life spins around the target, regenerating 55.00 life per turn. Regeneration |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 10%. Nihil |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within11 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 | Xeryrevena the Unlightshaper (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +18% darkness / +9% mind Infravision radius: +2 A pair of boots made of leather. |
| Light source | Blackrend the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +9% darkness Mana each turn: +0.20 Vim when firing critical spell: +5.00 Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Bokeduhor the Arcparry (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% lightning Mental save: +12 (+6 eff.) Poison immunity: +15% Stun/Freeze immunity: +25% Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Salanor the Scorchsin (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 fire Changes stats: +4 Str / +2 Dex / +2 Mag Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Layowyn the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +10 Changes stats: +10 Str / +5 Con Changes damage: +3% acid / +6% physical Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
| On fingers | BerirandurPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+5 eff.) Changes stats: +9 Dex / +2 Mag / +12 Cun Changes resistances: +9% mind Spellpower: +5 (+2 eff.) 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 | Erelonarisin the dwarven-steel mace (33.5-46.9 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Changes stats: +6 Str / +4 Con Changes damage: +9% physical Only die when reaching: -60.00 life Blunt and deadly. |
| On hands | rough leather gloves 'Duskknave' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% light Changes damage: +4% darkness Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Poraganor (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Dex / +2 Mag / +2 Cun / +4 Con Grants telepathy: Dragon Maximum life: +44.00 A suit of armour made of mail. |
| Cloak | Emyda (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +7 (+5 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Cun / +1 Dex Mental save: +6 (+3 eff.) Disarm immunity: +5% Stun/Freeze immunity: +20% Only die when reaching: -20.00 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 | grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
copper amulet 'Shimmertrail'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +3 Cun / +4 Con Changes resistances: +24% lightning Changes damage: +6% fire Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.slime-covered steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% Massive two-handed mauls. |
enveloping cashmere cloak of Iron Throne (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+6 eff.) Changes stats: +2 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elosekira the Stokequick (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +9 Lck / +3 Dex Changes resistances: +24% fire Changes resistances penetration: +15% light Changes damage: +6% light / +12% fire Stealth bonus: +9 Light radius: +3 A pair of boots made of leather. |
Heatwinnow the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 fire Changes stats: +1 Dex / +3 Mag / +1 Cun / +4 Con Changes damage: +4% arcane Grants telepathy: Dragon Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Sootvenom' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 nature Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +7% nature / +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Arakalthogorn' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+7 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +3 Wil Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Light radius: +2 Infravision radius: +2 A pointy cloth hat, very wizardly... |
Glyda (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Dex / +2 Wil / +4 Con Changes resistances penetration: +10% acid Changes damage: +9% acid Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% cold / +5% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of cure ailments 'Porissra' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 12 physical Changes resistances: +12% mind 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 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isorri the Drem Writhing One level 17
23rd Wealth 122nd year of Ascendancy at 10:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Isorri the Drem Writhing One level 10
3rd Profit 122nd year of Ascendancy at 16:30 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Isorri the Drem Writhing One level 17
16th Dearth 122nd year of Ascendancy at 16:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Isorri the Drem Writhing One level 12
6th Profit 122nd year of Ascendancy at 20:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isorri the Drem Writhing One level 14
26th Profit 122nd year of Ascendancy at 20:05 see stats
Log
The shield around worm that walks (servant of Isorri) crumbles.
Xanima the giant netherworm leeches life from Bloated horror!
Xanima the giant netherworm leeches life from Isorri!
Isorri hits Xanima the giant netherworm for 23 healing, 24 healing (0 total damage) [46 healing].
Xanima the giant netherworm hits Bloated horror for 10 fire, 19 physical (29 total damage).
Xanima the giant netherworm hits Isorri for 17 fire, 18 physical (35 total damage).
Xanima the giant netherworm hits Worm that walks (servant of Isorri) for (27 absorbed), 0 fire, (9 absorbed), 4 physical, 18 fire, 17 physical (40 total damage).
Bloated horror hits Xanima the giant netherworm for 13 healing, 25 healing (0 total damage) [38 healing].
Xanima the giant netherworm loses 5 health to the entropy.
Xanima the giant netherworm HEALS from darkness damage!
Xanima the giant netherworm HEALS from blight damage!
Xanima the giant netherworm receives 139 healing.
Black Blood Bleeding from Isorri hits Xanima the giant netherworm for (22 turned into osmosis), 37 darkness, 3 healing (37 total damage) [3 healing].
Weakness Disease from Isorri hits Xanima the giant netherworm for (17 turned into osmosis), 17 blight, 2 healing (17 total damage) [2 healing].
Decrepitude Disease from Worm that walks (servant of Isorri) hits Xanima the giant netherworm for (8 turned into osmosis), 8 blight (8 total damage).
Rotting Disease from Worm that walks (servant of Isorri) hits Xanima the giant netherworm for (8 turned into osmosis), 8 blight (8 total damage).
Bloated horror casts Mind Disruption.
Character control switched to worm that walks (servant of Isorri).
Xanima the giant netherworm HEALS from fire damage!
Xanima the giant netherworm leeches life from Isorri!
Xanima the giant netherworm HEALS from mind damage!
Xanima the giant netherworm HEALS from darkness damage!
Isorri hits Xanima the giant netherworm for 18 healing, (5 turned into osmosis), 5 mind, (14 turned into osmosis), 14 fire, 1 healing, (14 turned into osmosis), 14 darkness, 1 healing, 122 healing, 47 healing (33 total damage) [189 healing].
Isorri receives 32 healing.
Xanima the giant netherworm hits Isorri for 14 physical damage.
Entropic Gift from Xanima the giant netherworm hits Isorri for 94 temporal, 129 darkness (223 total damage).
Entropic Gift from Xanima the giant netherworm killed Isorri!
Character control switched to Isorri.
Saving game...









































































