
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Items Vault 1.5.0Donators/Buyers bonus! Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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:
EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Cursed |
Level / Exp | 41 / 96% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 161.62397906045 (base 60) |
Dexterity | 61.247958120901 (base 32) |
Constitution | 107.2479581209 (base 60) |
Magic | 24.62397906045 (base 13) |
Willpower | 73.247958120901 (base 60) |
Cunning | 50.247958120901 (base 37) |
Resources
Life | 1646/1646 |
Hate | 39/100 |
Healing Factor | 1.2220915988149 |
Regeneration | 1.4054053386372 |
Speed
Mental | +1.9984014443253E-12% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 71.240598187894 |
See Invisible | 91.488556308794 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 229 |
Accuracy | 61 |
Crit Chance | 14% |
APR | 25 |
Speed | 0.90 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Acid | +9% |
Physical | +3% |
Lightning | +6% |
Cold | +10% |
Arcane | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.723073231957 (93.924050632911%) |
Defense | 37 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 29 |
Mental Save | 37 |
Defense: Resistances
Acid | + 51%( 70%) |
Physical | + 38%( 76%) |
Cold | + 26%( 70%) |
All | + 33%( 70%) |
Darkness | + 49%( 81%) |
Light | + 36%( 70%) |
Temporal | + 46%( 70%) |
Mind | + 37%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 44%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Confusion Resistance | 57% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 86% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 539 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 390 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.40 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Cursed / Rampage | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Slaughter | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.6)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +26% critical damage, +27% off-hand weapon damage Power 2+: -1 Luck, +16 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: dragon / cold with 100% effectiveness. Kills: 27 / 13 kills, Damage: +17% / +40%, Attack: +7 / +17, Stun: -- / 7.3%, Outmaneuver: 8.2% / 20.7% Predator |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.6): 5%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 17 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 5%) of triggering a radius 8 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.6)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 44% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is mimicking a previous victim. (+8 Strength, +5 Dexterity, +3 Magic, +7 Willpower, +1 Cunning, +4 Constitution) Mimic |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 18% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 29) Challenge |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +15 Defense, +8 Ranged Defense Power 2+: -1 Luck, +14 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+54% chance to avoid traps). Power 4+: Unfortunate End: There is a 39% chance that the damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Wake up and kill the dreaming horror boss 'Saluldavea the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 29)Foes left: 219 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Chargestrider (Madness) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 28) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 15)Turns left: 0 You completed the challenge and received: Random Artifact: Dayoracle (Misfortune) (20-24 power, 4 apr, acid element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 19)You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 14) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 21) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 23) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 24) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 27) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7) | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mindpower: +2 (+0 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% Curse of Corpses These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +7 See stealth: +8 See invisible: +7 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Dex Changes resistances: +7% lightning / +5% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +4 Dex Equilibrium when hit: +0.12 Maximum life: +40.00 Mental crit. chance: +4% Curse of Madness Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +6% mind / +3% lightning Changes resistances penetration: +5% mind Changes damage: +6% lightning Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +21.00 Spellpower: +6 (+3 eff.) Mindpower: +6 (+1 eff.) Curse of Madness Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% light / +5% darkness Spell save: +5 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+3 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune This sword appears weightless, and nearly invisible. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Mag Changes damage: +3% arcane / +3% physical Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +9 Defense: +10 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +22% Changes resistances: +17% acid / +17% fire / +15% temporal Maximum life: +20.00 Curse of Misfortune A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Str / +1 Con Changes resistances: +9% acid Changes damage: +9% acid Light radius: +1 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+4 eff.) Changes stats: +6 Lck / +2 Con Changes resistances: +11% mind Changes damage: +9% fire Physical save: +7 (+2 eff.) Confusion immunity: +27% Life regen: +0.90 Equilibrium when hit: +0.08 Maximum life: +30.00 Mental crit. chance: +2% Reduce all damage from unseen attackers: 14% Curse of Misfortune Amulets can have magical properties. |
Inventory
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Curse of Misfortune It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 219.40 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jason Voorhees the Ghoul Cursed level 41
6th Dusk 122nd year of Ascendancy at 16:48 see stats
By Jason Voorhees the Ghoul Cursed level 37
5th Dusk 122nd year of Ascendancy at 06:26 see stats
By Jason Voorhees the Ghoul Cursed level 35
3rd Dusk 122nd year of Ascendancy at 13:52 see stats
By Jason Voorhees the Ghoul Cursed level 24
3rd Flare 122nd year of Ascendancy at 13:42 see stats
By Jason Voorhees the Ghoul Cursed level 32
1st Dusk 122nd year of Ascendancy at 22:54 see stats
By Jason Voorhees the Ghoul Cursed level 10
2nd Mirth 122nd year of Ascendancy at 00:12 see stats
By Jason Voorhees the Ghoul Cursed level 20
9th Mirth 122nd year of Ascendancy at 01:27 see stats
By Jason Voorhees the Ghoul Cursed level 30
8th Flare 122nd year of Ascendancy at 10:43 see stats
By Jason Voorhees the Ghoul Cursed level 40
6th Dusk 122nd year of Ascendancy at 11:06 see stats
By Jason Voorhees the Ghoul Cursed level 30
8th Flare 122nd year of Ascendancy at 11:34 see stats
By Jason Voorhees the Ghoul Cursed level 20
2nd Summertide 122nd year of Ascendancy at 02:24 see stats
By Jason Voorhees the Ghoul Cursed level 30
9th Flare 122nd year of Ascendancy at 00:05 see stats
By Jason Voorhees the Ghoul Cursed level 29
8th Flare 122nd year of Ascendancy at 08:54 see stats
Log
Jason Voorhees receives 50 healing from Unnatural Body.
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Resting starts...
The shield around Jason Voorhees crumbles.
Jason Voorhees is no longer rampaging.
Talent Rune: Shielding is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
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You gain 1.75 gold from the transmogrification of dwarven-steel shield of purity (Shrouds) (8 def, 2 armour, 83.5 block).
You gain 18.60 gold from the transmogrification of dwarven-steel shield 'Beetar' (Misfortune) (8 def, 2 armour, 82.5 block).
You gain 6.80 gold from the transmogrification of cosmic stralite shield of radiance (Nightmares) (10 def, 2 armour, 141.5 block).
You gain 1.06 gold from the transmogrification of cashmere wizard hat of corrosion (+19%) (Corpses) (2 def, 0 armour).
You gain 23.55 gold from the transmogrification of Marduntir the dwarven-steel helm (Nightmares) (0 def, 10 armour).
You gain 8.95 gold from the transmogrification of undeterred pair of hardened leather boots of evasion (Madness) (14 def, 3 armour).
You gain 1.10 gold from the transmogrification of pair of dwarven-steel boots of uncanny dodging (Nightmares) (4 def, 4 armour).
You gain 7.11 gold from the transmogrification of infernal yew starstaff of fate (Shrouds) (20-24 power, 4 apr, light element).
You gain 1.53 gold from the transmogrification of acidic dwarven-steel longsword (Shrouds) (22.5-31.5 power, 4 apr).
You gain 7.64 gold from the transmogrification of keeper's elm longbow of true flight (Madness).
You gain 4.26 gold from the transmogrification of flaming dwarven-steel battleaxe of corruption (Corpses) (32.5-48.75 power, 2 apr).
Accepted quest 'Infinite Dungeon Challenge: Exterminator (Level 29)'! (Press 'j' to see the quest log)
Quest 'Infinite Dungeon Challenge: Mirror Match (Level 28)' is failed! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
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Saving game...
Saving done.
Jason Voorhees deactivates Gloom.
Jason Voorhees deactivates Stalk.
Jason Voorhees deactivates Cleave.