











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
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! 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 16 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 13rd Dusk 122nd year of Ascendancy at 00:44 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 47 (base 43) |
| Willpower | 18 (base 10) |
| Cunning | 37 (base 34) |
Resources
| Life | -211/286 |
| Mana | 130/250 |
| Insanity | 59/100 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 5 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Darkness | +72% |
| Nature | +6% |
| Temporal | +6% |
| Mind | +5% |
| Arcane | +3% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +15% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 26.915758339729 (35.65183292883%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 26 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 23%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 13%( 70%) |
| Lightning | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (3/3)
| 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 329 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.44 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
Equipment
| On feet | Loryredan the Duskstreaker (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Wil / +1 Mag Changes resistances penetration: +10% darkness Movement speed: +25% Damage Shield penetration: +10% A pair of boots made of leather. |
| Light source | Ivymina the TempesthackerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +9% lightning / +3% darkness / +3% light Changes resistances penetration: +5% darkness Light radius: +5 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 | Serpentglean (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% cold Changes resistances penetration: +25% temporal Changes damage: +6% nature / +6% temporal / +3% arcane / +10% cold A pointy cloth hat, very wizardly... |
| Tool | Cyrywen the elm wand of clairvoyance [power 9] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +20 (+9 eff.) Changes resistances: +12% lightning / +5% arcane / +3% blight Silence immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 9, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Tytar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes resistances penetration: +10% arcane Changes damage: +12% darkness Physical save: +8 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Blindness immunity: +23% Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +2% Infravision radius: +4 See stealth: +9 See invisible: +8 Rings make your fingers look great! |
| On fingers | rogue's copper ring of darkness (+24%)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: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! |
| Around waist | rough leather belt 'Yvoba'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% lightning / +6% blight Mental save: +3 (+1 eff.) Pinning immunity: +10% Only die when reaching: -20.00 life Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | yew starstaff 'Velotha' (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +5% arcane Changes damage: +20% darkness / +12% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Cut immunity: +10% Maximum stamina: +30.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sootspitter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage (Melee): 6 mind Damage when hit (Melee): 2 mind / 2 darkness Changes resistances: +7% mind / +3% fire Changes damage: +5% mind / +15% darkness When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | mindwoven linen robe of darkness (+19%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +19% darkness / +7% all Changes damage: +13% darkness Mental save: +16 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Velolaith' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +6 Con Changes resistances: +5% arcane / +10% cold Only die when reaching: -60.00 life Maximum mana: +20.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of mastery (0.14 Demented / Void)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% light / +11% darkness Talent mastery: +0.14 Demented / Void Blindness immunity: +23% Amulets make your neck look great! |
Inventory
GilogundCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% light / +6% temporal Talent mastery: +0.10 Demented / Oblivion Disarm immunity: +20% Amulets make your neck look great! |
steel amulet 'Winterreaper'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Dex / +1 Wil Changes resistances: +12% cold Changes damage: +6% mind Talent mastery: +0.15 Demented / Nether Mental save: +5 (+2 eff.) Confusion immunity: +13% Mindpower: +7 (+4 eff.) Amulets make your neck look great! |
BetenorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Physical power: +7 (+7 eff.) Changes stats: +6 Str / +8 Dex / +4 Mag / +4 Cun / +9 Con Changes damage: +12% arcane Spellpower: +8 (+3 eff.) Rings make your fingers look great! |
marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
titan's steel ring of arcana (+0.15/turn)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+4 eff.) Silence immunity: +24% Mana each turn: +0.15 Rings make your fingers look great! |
titan's steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +6 (+4 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
232 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 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. |
opal0.00 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+3 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. |
iron pickaxe 'Cinderspiker' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +4 (+4 eff.) Damage when hit (Melee): 6 fire Changes stats: +1 Str / +2 Dex / +3 Con Changes resistances: +6% fire Maximum stamina: +10.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 91.59 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 91.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.00 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 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
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Aere the Doomelf Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 09:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aere the Doomelf Cultist of Entropy level 10
9th Mirth 122nd year of Ascendancy at 16:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aere the Doomelf Cultist of Entropy level 9
2nd Mirth 122nd year of Ascendancy at 09:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aere the Doomelf Cultist of Entropy level 9
5th Mirth 122nd year of Ascendancy at 05:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aere the Doomelf Cultist of Entropy level 16
12nd Dusk 122nd year of Ascendancy at 23:36 see stats
Log
Talent Quantum Tunnelling is ready to use.
Thorn Grab from Vorisevena the king cobra hits Aere for 25 nature damage.
Bleeding from Vorisevena the king cobra hits Aere for 72 physical damage.
Aere casts Dark Whispers.
Emiwe the bloated horror is haunted by the void!
Shadow casts Phase Door.
Emiwe the bloated horror is no longer evading attacks.
Dark Whispers from Aere hits Emiwe the bloated horror for 9 darkness damage.
Aere loses 1 health to the entropy.
Aere stops bleeding.
Thorn Grab from Vorisevena the king cobra hits Aere for 25 nature damage.
Dark Whispers from Aere hits Emiwe the bloated horror for 10 darkness damage.
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Aere loses 1 health to the entropy.
Talent Dark Whispers is ready to use.
Thorn Grab from Vorisevena the king cobra hits Aere for 25 nature damage.
Emiwe the bloated horror activates a prepared device.
Aere casts Dark Whispers.
Aere's spell attains critical power!
Aere's spell attains critical power!
Shadow casts Phase Door.
Dark Whispers from Aere hits Emiwe the bloated horror for 25 darkness damage.
Polada the large brown snake uses Shadow's Path.
Polada the large brown snake's mind surges with critical power!
Shadow hits Aere for 152 physical damage.
Shadow hits Aere for 254 physical damage.
Aere the level 16 doomelf cultist of entropy was skewered to death by a shadow on level 3 of Lake of Nur.














































































