










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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: 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:
Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 25 / 54% |
Size | big |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 30th Dusk 123rd year of Ascendancy at 21:20 / 2Killed by elven cultist at level 25 on the 48th Dusk 123rd year of Ascendancy at 01:21 |
Primary Stats
Strength | 46.489441821192 (base 44) |
Dexterity | 23 (base 10) |
Constitution | 15 (base 13) |
Magic | 55 (base 55) |
Willpower | 13 (base 10) |
Cunning | 16 (base 12) |
Resources
Life | -130/686 |
Insanity | 6/100 |
Healing Factor | 1.3405405405405 |
Regeneration | 60.006375506624 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 39.787379631517 |
See Invisible | 39.787379631517 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 78 |
Accuracy | 47 |
Crit Chance | 3% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Temporal | +3% |
Blight | +9% |
Physical | +5% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Defense: Base
Armour (hardiness) | 37 (45%) |
Defense | 15 |
Ranged Defense | 23 |
Fatigue | 13 |
Physical Save | 29 |
Spell Save | 21 |
Mental Save | 26 |
Defense: Resistances
Nature | + 37%( 70%) |
Acid | + 28%( 70%) |
Cold | + 37%( 70%) |
Temporal | + 27%( 70%) |
Blight | + 37%( 70%) |
Physical | + 25%( 70%) |
Fire | + 30%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 35% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 34% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. |
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 419% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 219 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | A flow of life spins around the target, regenerating 43.81 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 24.15 physical damage per turn. Bleeding |
detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 19.19 blight damage per turn. Weakness Disease |
beneficial effect | 7 pustules increasing resistance by 21%. Putrescent Pustule |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost tinker from death by Cyrorena the bee swarm. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | ![]() Flashtickler (7 def, 14 armour) 3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: ----- def ----- Armour +14 (-) Defense +7 (+7 eff.) (-) Rng.Def +4 (+2 eff.) (-) Fatigue +3% (-) Resists +12%(-) fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 (-) ---------- misc Light +4 (-) 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 | ![]() drakeskin leather cap 'Bundil' (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master While equipped: Stats +7(-) Str +11(-) Dex +4(-) Cun dps ---------- Dmg.mod +3%(-) mind Apr +5 (-) ----- def ----- Armour +5 (-) Fatigue +5% (-) Resists +9%(-) acid Phys.save +18 (+9 eff.) (-) Mind.save +30 (+23 eff.) (-) ---------- misc Telepathy Humanoid/Orc A cap made of leather. |
Tool | ![]() iron torque of psychoportation [power 21] (27 cooldown) 2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() marksman's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2(-) Dex dps ---------- Acc +4 (+1 eff.) (-) ----- def ----- Max.HP +22.00 (-) Disarm- +20% (-) Pinning- +20% (-) Knockbk- +24% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: Stats +0(-2) Dex dps ---------- Acc +0 (+0 eff.) (-4 (-1 eff.)) ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) Max.HP +0.00 (-22.00) HP.leech%% +15% HP.leech +30% Disarm- +0% (-20%) Pinning- +0% (-20%) Knockbk- +0% (-24%) You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3(-) Wil ----- def ----- Resists +20%(-) blight +20%(-) cold +20%(-) nature Heal.mod +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() truestriking dwarven-steel mace of massacre (37-51.8 power, 4 apr) 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 (-) Crit +1.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Res.pen +6%(-) physical Acc +6 (+2 eff.) (-) Apr +5 (-) Blunt and deadly. |
On hands | ![]() temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: Stats +3(-) Str dps ---------- Phys.pwr +7 (+2 eff.) (-) Melee+ 11(-) temporal Ranged+ 7(-) temporal Dmg.mod +3%(-) temporal ----- def ----- Armour +2 (-) Resists +7%(-) temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +2(-) Str +2(-) Con ----- def ----- Armour +6 (-) Defense +4 (+4 eff.) (-) Rng.Def +8 (+4 eff.) (-) Fatigue +10% (-) Max.HP +45.00 (-) HP.reg +0.70 (-) Knockbk- +10% (-) ---------- misc Max.enc +20 (-) Stam/turn +0.70 (-) Max.stam +43.00 (-) Size +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | ![]() Wrap of Stone (0 def, 10 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) (-) Dmg.mod +5%(-) physical ----- def ----- Armour +10 (-) Hardiness +15% (-) Resists +5%(-) physical ---------- misc Masteries +0.20(-) Chronomancy/Gravity +0.10(-) Spell/Stone +0.10(-) Chronomancy/Matter +0.20(-) Spell/Earth Stone Wall: Level 1.2 Pwr.cost 53 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 89.91 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 eff.) (-) Melee+ 5(-) mind Ranged+ 5(-) mind ---------- misc See.Stealth +10 (-) See.Invis +10 (-) Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 208.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +0(-2) Dex dps ---------- Acc +0 (+0 eff.) (-4 (-1 eff.)) ----- def ----- Max.HP +0.00 (-22.00) HP.reg +0.80 Disarm- +0% (-20%) Pinning- +0% (-20%) Stun/Frz- +22% Knockbk- +0% (-24%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Firewalker (8 def, 2 armour) 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +0(-2) Str +6 Mag +6 Cun +0(-2) Con dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 (-4) Defense +8 (+8 eff.) (+4 (+4 eff.)) Rng.Def +0 (+0 eff.) (-8 (-4 eff.)) Fatigue +0% (-10%) Resists -10% cold +20% fire Max.HP +0.00 (-45.00) HP.reg +0.00 (-0.70) Knockbk- +0% (-10%) ---------- misc Max.enc +0 (-20) Stam/turn +0.00 (-0.70) Max.stam +0.00 (-43.00) Size +0 (-1) This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() rejuvenating cured leather armour of command (9 def, 8 armour) 9.0 T2 light armor Reqs Str 14 [Ego+] Nature/Psionic While equipped: Stats +0(-2) Str +2 Cun +0(-2) Con ----- def ----- Armour +8 (+2) Defense +9 (+9 eff.) (+5 (+5 eff.)) Rng.Def +0 (+0 eff.) (-8 (-4 eff.)) Fatigue +7% (-3%) Mind.save +11 (+6 eff.) Max.HP +0.00 (-45.00) HP.reg +3.10 (+2.40) Knockbk- +0% (-10%) ---------- misc Max.enc +0 (-20) Stam/turn +0.50 (-0.20) Max.stam +0.00 (-43.00) Size +0 (-1) A suit of armour made of leather. |
![]() duelist's hardened leather armour of the deep (7 def, 11 armour) 9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +0(-2) Str +4 Dex +5 Cun +0(-2) Con ----- def ----- Armour +11 (+5) Defense +7 (+7 eff.) (+3 (+3 eff.)) Rng.Def +0 (+0 eff.) (-8 (-4 eff.)) Fatigue +8% (-2%) Resists +5% acid +7% cold Max.HP +0.00 (-45.00) HP.reg +0.00 (-0.70) Knockbk- +0% (-10%) ---------- misc Max.enc +0 (-20) Stam/turn +0.00 (-0.70) Max.stam +0.00 (-43.00) Size +0 (-1) Breathe water A suit of armour made of leather. |
![]() Mayuminne the dwarven-steel plate armour (5 def, 19 armour) 17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Nature While equipped: Stats +0(-2) Str +5(+3) Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +15% physical Melee Ret 8 physical ----- def ----- Armour +19 (+13) Defense +5 (+5 eff.) (+1 (+1 eff.)) Rng.Def +0 (+0 eff.) (-8 (-4 eff.)) Fatigue +24% (+14%) Resists +8% acid +8% cold Max.HP +0.00 (-45.00) HP.reg +0.60 (-0.10) Knockbk- +0% (-10%) ---------- misc Max.enc +0 (-20) Stam/turn +0.00 (-0.70) Max.stam +25.00 (-18.00) Size +0 (-1) Breathe water A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 410.00 fire damage (based on Magic). Uses 44 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() psionic iron torque of mindblast [power 93] (6 cooldown) 2.0 T1 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 6 beam dealing 46.50 to 93.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
![]() quick iron torque of charged psionic shield [power 21] (14 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 21 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() Nerulaith the Deepsfiend [power 2] (9 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% nature Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() supercharged elm wand of clairvoyance [power 9] (8 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 65 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Ashriel the Cornac Writhing One level 18
72nd Haze 122nd year of Ascendancy at 02:15 see stats
By Ashriel the Cornac Writhing One level 11
41st Dusk 122nd year of Ascendancy at 05:55 see stats
By Ashriel the Cornac Writhing One level 19
24th Regrowth 123rd year of Ascendancy at 17:40 see stats
By Ashriel the Cornac Writhing One level 22
30th Dusk 123rd year of Ascendancy at 21:27 see stats
By Ashriel the Cornac Writhing One level 10
8th Flare 122nd year of Ascendancy at 10:59 see stats
By Ashriel the Cornac Writhing One level 20
37th Regrowth 123rd year of Ascendancy at 03:10 see stats
By Ashriel the Cornac Writhing One level 14
41st Haze 122nd year of Ascendancy at 08:17 see stats
By Ashriel the Cornac Writhing One level 7
2nd Flare 122nd year of Ascendancy at 14:28 see stats
By Ashriel the Cornac Writhing One level 11
29th Dusk 122nd year of Ascendancy at 06:53 see stats
By Ashriel the Cornac Writhing One level 22
29th Dusk 123rd year of Ascendancy at 17:35 see stats
By Ashriel the Cornac Writhing One level 19
25th Regrowth 123rd year of Ascendancy at 23:12 see stats
By Ashriel the Cornac Writhing One level 21
39th Regrowth 123rd year of Ascendancy at 11:14 see stats
By Ashriel the Cornac Writhing One level 22
30th Dusk 123rd year of Ascendancy at 21:20 see stats
Log
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Ashriel shrugs off the critical damage!
Ashriel is afflicted by a weakness disease!
Weakness Disease from Elven blood mage hits Ashriel for (19 absorbed), 0 blight (0 total damage).
Elven blood mage hits Ashriel for (102 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Ashriel crumbles.
Ashriel starts to bleed.
Elven blood mage casts Blood Grasp.
Something hits Ashriel for (111 absorbed), 5 physical (5 total damage).
Bleeding from Elven corruptor hits Ashriel for 11 physical damage.
Weakness Disease from Elven blood mage hits Ashriel for 18 blight damage.
Elven blood mage receives 86 healing from Ashriel.
Elven blood mage's Blood Grasp hits Ashriel for 143 blight damage.
Ashriel uses Infusion: Regeneration.
Ashriel starts regenerating health quickly.
Elven cultist casts Soul Rot.
Elven corruptor casts Soul Rot.
Elven corruptor casts Bone Spear.
Elven blood mage casts Drain.
Bleeding from Elven corruptor hits Ashriel for 19 physical damage.
Elven corruptor hits Ashriel for 66 physical damage.
Weakness Disease from Elven blood mage hits Ashriel for 17 blight damage.
Elven blood mage's Drain hits Ashriel for 107 blight damage.
Elven cultist's Soul Rot hits Ashriel for 109 blight damage.
Elven cultist activates his wand!
Saving game...