
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Doctornull's Tweak Pack 1.1.4A collection of tweaks for existing ToME content. Items Vault 1.1.2Donators/Buyers bonus! Midnight 1.1.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. New Gem Types 1.1.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Turtle race 1.1.2This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Plenum Tooltip: Enhanced actor tooltip display for TOME v2.0 1.0.5Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. ZOmnibus Addon Pack 1.0.6Combines 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: Beholder (Continuation) 1.1.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Mardrop |
| Class | Ascetic |
| Level / Exp | 21 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 75th Haze 122nd year of Ascendancy at 07:10 0 / 6Killed by fire drake hatchling at level 19 on the 77th Haze 122nd year of Ascendancy at 22:04 Killed by Varsha the Writhing at level 20 on the 78th Haze 122nd year of Ascendancy at 20:57 Killed by faeros at level 20 on the 78th Haze 122nd year of Ascendancy at 22:27 Killed by Urkis, the High Tempest at level 21 on the 40th Regrowth 123rd year of Ascendancy at 00:37 Killed by Urkis, the High Tempest at level 21 on the 40th Regrowth 123rd year of Ascendancy at 03:04 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 22 (base 22) |
| Constitution | 23 (base 13) |
| Magic | 65 (base 46) |
| Willpower | 29 (base 20) |
| Cunning | 41 (base 24) |
Resources
| Life | -49/456 |
| Mana | 54/355 |
| Stamina | 250/250 |
| Healing Factor | 1.3 |
| Regeneration | 2.405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 45 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46.666666666667 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.35 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Mind | +12% |
| Physical | +8% |
| Arcane | +17% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +4% |
| Light | +4% |
| Temporal | +14% |
| Arcane | +4% |
| Fire | +4% |
| Nature | +4% |
Defense: Base
| Armour (hardiness) | 12 (53.356545961003%) |
| Defense | 22.57108433735 |
| Ranged Defense | 22.57108433735 |
| Fatigue | 1 |
| Physical Save | 26.2125 |
| Spell Save | 26.8875 |
| Mental Save | 34.6875 |
Defense: Resistances
| Mind | + 15%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 16%( 74%) |
| Nature | + 32%( 74%) |
| Blight | + 28%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 59%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced staff combat | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Mardrop | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | The mana surge engulfs the target, regenerating 3.72 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 28.79 to 86.38 lightning damage to itself and others around every turn. Hurricane |
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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Scintillating Caves) | 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 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 fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of fire wyrm saliva. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed naga tongue. * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of rough leather boots of phasing (0 def, 1 armour) wanderer's pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag / +2 Wil / +2 Cun / +2 Con Physical save: +11 Mental save: +11 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Light source | Camista the alchemist's lamp Camista the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% blight Mental save: +6 Disease immunity: +10% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betarevena (2 def, 0 armour) Betarevena (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun Damage when the wearer hits(melee): 2 physical Changes resistances: +12% mind Changes resistances penetration: +10% temporal Changes damage: +12% mind / +3% physical Mental save: +7 Equilibrium when hit: +1.30 Psi when hit: +0.70 Hate when hit: +0.70 Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course 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 it stinks. |
| On fingers | Unlightgasher UnlightgasherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 darkness Changes resistances: +6% darkness Changes damage: +6% darkness Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +26.00 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | cruel yew magestaff of illumination (20-24 power, 4 apr, fire damage) cruel yew magestaff of illumination (20-24 power, 4 apr, fire damage)Requires: - Magic 24 Infused by nature 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: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +9 Damage when the wearer hits(melee): 8 blinding light Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 93.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Ivildanor' (0 def, 1 armour) rough leather gloves 'Ivildanor' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% darkness Physical save: +9 Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7.0 Travel Speed: 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 96.49 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | insulating gold amulet of murder insulating gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +13% cold / +13% fire Critical mult.: +13.00% Amulets can have magical properties. |
Inventory
manasurge rune of the sneak (855% regen over 10 turns; 43 instant mana) manasurge rune of the sneak (855% regen over 10 turns; 43 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 855% over 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarity rune of the duelist (dur 12; resist 34%, reduce 26%; see animal) clarity rune of the duelist (dur 12; resist 34%, reduce 26%; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 38 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 2 confusion or blindness effects. For 12 turns you gain blindness and confusion immunity (34%), and each turn you have a 26% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 46), and you automatically sense any animal around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. 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... |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.70 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
Cuthatohor CuthatohorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +2 Mag Life regen: +1.30 Amulets can have magical properties. |
Raintrial the steel ring Raintrial the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 nature Changes resistances penetration: +10% fire Mental save: +6 Confusion immunity: +27% Rings can have magical properties. |
steel ring 'Neremira' steel ring 'Neremira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Physical save: +6 Disarm immunity: +27% Confusion immunity: +15% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +20.00 Rings can have magical properties. |
steel ring 'Shockwisp' steel ring 'Shockwisp'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 lightning Changes damage: +6% lightning Physical save: +8 Spell save: +8 Mental save: +7 Rings can have magical properties. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Alaroddahir the Kindlebraze (2 def, 0 armour) Alaroddahir the Kindlebraze (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun Changes damage: +9% mind / +6% fire Mental save: +7 Hate when firing a critical mind attack: +1.00 A pointy cloth hat, very wizardly... |
Xaniwyn (0 def, 3 armour) Xaniwyn (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Cun / +4 Str Damage when the wearer is hit: 8 mind Grants telepathy: Demon/Minor Demon/Major A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm (0 def, 4 armour)insulating dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chalygrim ChalygrimInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind Mental save: +6 Knockback immunity: +5% Light radius: +2 See stealth: +8 See invisible: +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. |
Arthyroddadig the Sunpulverizer Arthyroddadig the SunpulverizerInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +5% fire Physical save: +17 Blindness immunity: +5% Confusion immunity: +10% Light radius: +3 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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 Recall (1/1) 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, costing 202 power out of 239/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Xomira' [power 25] (20 cooldown) ash totem of thorny skin 'Xomira' [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +4 Fatigue: -2% Changes stats: +2 Con Physical save: +3 It can be used to harden the skin for 6 turns increasing armour by 25 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Mardra the Mardrop Ascetic level 16
43rd Haze 122nd year of Ascendancy at 13:57 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Mardra the Mardrop Ascetic level 18
76th Haze 122nd year of Ascendancy at 16:06 see stats
Exterminator
Killed 1000 creatures.By Mardra the Mardrop Ascetic level 17
43rd Haze 122nd year of Ascendancy at 19:11 see stats
Level 10
Got a character to level 10.By Mardra the Mardrop Ascetic level 10
6th Flare 122nd year of Ascendancy at 12:42 see stats
Level 20
Got a character to level 20.By Mardra the Mardrop Ascetic level 20
77th Haze 122nd year of Ascendancy at 23:49 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Mardra the Mardrop Ascetic level 5
1st Mirth 122nd year of Ascendancy at 04:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mardra the Mardrop Ascetic level 15
8th Haze 122nd year of Ascendancy at 02:26 see stats
The Arena
Unlocked Arena mode.By Mardra the Mardrop Ascetic level 12
10th Dusk 122nd year of Ascendancy at 08:49 see stats
The secret city
Discovered the truth about mages.By Mardra the Mardrop Ascetic level 9
3rd Summertide 122nd year of Ascendancy at 01:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mardra the Mardrop Ascetic level 17
43rd Haze 122nd year of Ascendancy at 16:11 see stats
Log
Mardra is cured!
Mardra lessens the pain.
Mardra casts Blunt Thrust.
Mardra casts Congeal Time.
Mardra receives 63 healing from Temporal Restoration Field.
Hurricane from Urkis, the High Tempest hits Mardra for 70 lightning damage.
Congeal Time from Mardra hits Urkis, the High Tempest for 16 temporal damage.
Urkis, the High Tempest hits Mardra for 42 lightning damage.
Mardra receives 63 healing from Temporal Restoration Field.
Hurricane from Urkis, the High Tempest hits Mardra for 61 lightning damage.
Congeal Time from Mardra hits Urkis, the High Tempest for 16 temporal damage.
Ran for 2 turns (stop reason: taken damage).
Mardra receives 63 healing from Temporal Restoration Field.
Hurricane from Urkis, the High Tempest hits Mardra for 73 lightning damage.
Talent Congeal Time is ready to use.
Ran for 2 turns (stop reason: taken damage).
The fabric of time around Mardra returns to normal.
Hurricane from Urkis, the High Tempest hits Mardra for 57 lightning damage.
Ran for 2 turns (stop reason: taken damage).
Mardra feels pain again.
Mardra has finished recovering.
Hurricane from Urkis, the High Tempest hits Mardra for 86 lightning damage.
Talent Fiery Hands is ready to use.
Ran for 2 turns (stop reason: taken damage).
Saving game...
