










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.6 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Semi-Roguelike (mild) |
| Sex | Female |
| Race | Ghoul |
| Class | Earth Knight |
| Level / Exp | 18 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 18 on the 30th Dusk 122nd year of Ascendancy at 08:48 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 55 (base 35) |
| Magic | 55 (base 46) |
| Willpower | 25 (base 12) |
| Cunning | 17 (base 10) |
Resources
| Life | -321/541 |
| Mana | 200/277 |
| Stamina | 130/188 |
| Healing Factor | 1.4149358927269 |
| Regeneration | 1.4856826873633 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 33 |
| Crit Chance | 7% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Temporal | +8% |
| Darkness | +8% |
| Nature | +3% |
| Mind | +3% |
| All | +0% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +10% |
| Blight | +5% |
| Physical | +15% |
| Darkness | +20% |
| Nature | +0% |
Defense: Base
| Armour (hardiness) | 29.062037804251 (68.37595394432%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 15 |
| Physical Save | 36 |
| Spell Save | 26 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | 23%( 70%) |
| Light | 3%( 70%) |
| Temporal | 8%( 70%) |
| Mind | 3%( 70%) |
| Nature | 9%( 70%) |
| Fire | 29%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 blight, 4 nature, 4 temporal |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 24 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 277 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Earth | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Terramancy | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Terramorphism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Gloralravea the war bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
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. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Goregorand the pair of rough leather boots (5 def, 1 armour)Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 4 physical Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% physical Physical save: +17 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | Flashmonster the brass lanternRequires: Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +7 Con Changes resistances: +6% fire Light radius: +6 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 | Beethel the Pitchsweeper (0 def, 1 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Dex Changes resistances penetration: +10% darkness Only die when reaching: -80.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
| On hands | Crystle&Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 12% Dex, 40% Cun, 100% Mag, 12% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | Eye of the Dreaming OneRequires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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 20% 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. |
| On fingers | Sewerschism the copper ringRequires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +5 Cun / +5 Wil Changes resistances: +9% nature Changes resistances penetration: +10% acid Changes damage: +18% acid / +3% nature Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring &039;Requires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances: +3% mind Mental save: +6 (+3 eff.) Confusion immunity: +22% Psi when hit: +0.20 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
| Around neck | The Black CoreRequires: Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | dwarven-steel waraxe &039; (123% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Damage (radius 1) on hit: +12 blight / +7 fire When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Changes stats: +1 Cun Changes resistances penetration: +5% blight / +5% physical One-handed war axes. |
| Around waist | rough leather belt &039;Requires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Mag / +3 Con Changes resistances: +3% light Changes damage: +3% mind Life regen: +0.80 Mental crit. chance: +3% Healing mod.: +11% A belt that goes around your waist. |
| In off hand | Glowblight the iron shield (0 def, 2 armour, 98% power, 25 block)Requires: - Shield usage training - Magic 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +25 Damage (Melee): +4 mind Damage (radius 2) on crit: +4 light When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 94 physical damage over 5 turns (1/turn) Talent granted: +1 Block Critical mult.: +10.00% Psi when hit: +0.08 Handheld deflection devices. |
| Cloak | Cloak of DeceptionRequires: Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Polylrawe the dwarven-steel mail armour (3 def, 18 armour)Requires: - Heavy armour training - Magic 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +4 Str / +2 Wil / +2 Con Changes resistances: +23% fire Physical save: +8 (+4 eff.) Light radius: +2 A suit of armour made of mail. |
Inventory
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Magic 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
insulating rough leather beltRequires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
scholar&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Islisemira the Snowsaw (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex Changes resistances: +12% cold Changes damage: +3% acid / +9% fire It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
Aerurab the iron pickaxe (dig speed 40 turns) =stats=Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Con Changes damage: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox&Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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. |
overpowered iron torque of gale force [power 145] (20 cooldown)Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 145 physical damage Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Bleakpeal [power 110] (15 cooldown)Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning / +6% fire Changes damage: +15% darkness It can be used to sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin &039; [power 17] (20 cooldown)Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +1 Wil Critical mult.: +5.00% Equilibrium when hit: +0.04 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Shadowspike [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +9% nature / +9% temporal Changes resistances penetration: +10% darkness It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lisubreta the Ghoul Earth Knight level 10
1st Flare 122nd year of Ascendancy at 06:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lisubreta the Ghoul Earth Knight level 9
10th Mirth 122nd year of Ascendancy at 21:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lisubreta the Ghoul Earth Knight level 14
9th Flare 122nd year of Ascendancy at 21:03 see stats
Log
Salowe the thief&
Lisubreta becomes more vulnerable to fire.
Lisubreta hits Lisubreta for (0 absorbed) damage.
Fading hits Lisubreta for 20 damage.
Your shield crumbles under the damage!
War hound hits Lisubreta for (7 flat reduction), (0 absorbed), 79 physical (79 total damage).
Melee retaliation hits War hound for 2 acid, 4 physical, 2 mind (8 total damage).
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Lisyrarin the cutpurse hits Lisubreta for (7 flat reduction), (0 absorbed), 33 physical, (5 flat reduction), 0 fire, (7 flat reduction), (0 absorbed), 28 darkness, (7 flat reduction), (62 to prism), 0 lightning, (7 flat reduction), (0 absorbed), 14 physical, (5 flat reduction), 0 fire, (7 flat reduction), (0 absorbed), 28 darkness (102 total damage).
Melee retaliation hits Lisyrarin the cutpurse for 2 acid, 3 physical, 1 mind, 2 acid, 3 physical, 2 mind (13 total damage).
Lisubreta&DARK_GREENLASTLASTfbd578LASTLIGHT_GREENLAST039;s purging blight area effect.
Lisubreta&DARK_GREENLASTLAST039;s purging blight area effect hits War hound for 24 blight damage.
Lisubreta&DARK_GREENLASTLAST039;s purging blight area effect hits Giant spider for 21 blight damage.
Lisyrarin the cutpurse is no longer evading attacks.
Your shield crumbles under the damage!
Ritch flamespitter spits flames!
Ritch flamespitter&
Your shield crumbles under the damage!
Ritch flamespitter hits Lisubreta for (7 flat reduction), (0 absorbed), 136 fire (136 total damage).
Melee retaliation hits War hound for 2 acid, 4 physical, 2 mind (8 total damage).
Melee retaliation hits Giant spider for 2 acid, 4 physical, 2 mind (8 total damage).
War hound hits Lisubreta for (7 flat reduction), (0 absorbed), 81 physical (81 total damage).
Giant spider hits Lisubreta for (7 flat reduction), (2 to prism), 0 nature (0 total damage).
Lisubreta the level 18 ghoul earth knight was scorched to death by a ritch flamespitter on level 2 of Unknown tunnels.










































