Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.3.0Combines 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: Doctornull's Class Pack 1.2.5This 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Midnight 1.3.1Adds 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. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Returned |
Class | Doomed |
Level / Exp | 11 / 12% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 36 (base 34) |
Dexterity | 50.98050024754 (base 34) |
Constitution | 34 (base 34) |
Magic | 34 (base 34) |
Willpower | 52.98050024754 (base 34) |
Cunning | 53.98050024754 (base 34) |
Resources
Life | 1258/1258 |
Hate | 100/100 |
Stamina | 367/367 |
Psi_feedback | 0/150 |
Healing Factor | 1 |
Regeneration | 22.35 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +75.484130410232% |
Spell | +214.9812178452% |
Global | +150% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 14 |
See Stealth | 98.914572081555 |
See Invisible | 98.914572081555 |
Offense: Mainhand
Damage | 19 |
Accuracy | 50 |
Crit Chance | 15% |
APR | 82 |
Speed | 0.33 |
Offense: Offhand
Damage | 19 |
Accuracy | 50 |
Crit Chance | 15% |
APR | 82 |
Speed | 0.33 |
Offense: Spell
Spellpower | 41.333333333333 |
Crit Chance | 13% |
Speed | 0.31747924744245 |
Cooldown Reduction | 19.5 |
Offense: Mind
Mindpower | 58.226183424098 |
Crit Chance | 29% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 72 (100%) |
Defense | 53.041225111393 |
Ranged Defense | 55.037975152649 |
Fatigue | 0 |
Physical Save | 75.24375 |
Spell Save | 74.97954377166 |
Mental Save | 78.727837543319 |
Defense: Resistances
All | + 20%(100%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 79% |
Fear Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Fears | 3.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Darkness | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 3.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 3.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / One with shadows | 3.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 3.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Force of will | 3.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Returned | 3.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 3.40 |
| 11/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Doomelf | 3.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 4.90 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Cursed form | 1.80 |
| 11/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 3.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 3.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Dismal Aura |
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
talent | Hymn of Shadows |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 9.0)Penalty : Fractured Sanity: -5% Mind Resistance, -6% Confusion Immunity Power 1+: Unleashed: +27% critical damage, +28% off-hand weapon damage Power 2+: -1 Luck, +17 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.0% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 5% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+47% chance to avoid traps). Power 4+: Unfortunate End: There is a 35% chance that the damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
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 |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 Cunning by +1. | 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 Shardskin. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 5. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Light source | brass lantern of focus (Madness) brass lantern of focus (Madness)Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +2 Curse of Madness 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. Press to compare |
On head | aegis cashmere wizard hat (Misfortune) (2 def, 0 armour) aegis cashmere wizard hat (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +1.50 Damage Shield Power: +7% Curse of Misfortune A pointy cloth hat, very wizardly... Press to compare |
On fingers | Ring of Insight (Madness) Ring of Insight (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 Curse of Madness This small iron ring seems exceptionally shiny and in focus. Press to compare |
Around neck | clarifying copper amulet (Nightmares) clarifying copper amulet (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Curse of Nightmares Amulets can have magical properties. Press to compare |
In main hand | creative mossy mindstar of life (Misfortune) (72% power, 12 apr, nature damage) creative mossy mindstar of life (Misfortune) (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +6.00% Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
On hands | Flamewrought (Madness) (0 def, 2 armour) Flamewrought (Madness) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Curse of Madness It can be used to activate talent Flamespit (costing 4 power out of 24/24) : Effective talent level: 3.0 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 86.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
In off hand | nature's mossy mindstar (Nightmares) (72% power, 12 apr, nature damage) nature's mossy mindstar (Nightmares) (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Cloak | cashmere cloak 'Emathra' (Madness) (2 def, 0 armour) cashmere cloak 'Emathra' (Madness) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +6% mind Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life Maximum psi: +20.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | linen robe (Madness) (0 def, 0 armour) linen robe (Madness) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
manasurge rune of the wizard (736% regen over 10 turns; 37 instant mana) manasurge rune of the wizard (736% regen over 10 turns; 37 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: 25 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 736% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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. |
Volcanic Slasher (Corpses) (111% power, 5 apr) Volcanic Slasher (Corpses) (111% power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism Curse of Corpses A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. Press to compare |
Sparkstone (Corpses) Sparkstone (Corpses)Requires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+2 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% Curse of Corpses It can be used to activate talent Brain Storm (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 136.9 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. Press to compare |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 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 Recall (3/4) Rod of Recall (3/4)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, costing 93 power out of 364/400. 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Achievements
By Gram the Returned Doomed level 9
6th Mirth 122nd year of Ascendancy at 02:59 see stats
By Gram the Returned Doomed level 9
5th Mirth 122nd year of Ascendancy at 17:05 see stats
By Gram the Returned Doomed level 9
6th Mirth 122nd year of Ascendancy at 02:47 see stats
By Gram the Returned Doomed level 10
7th Mirth 122nd year of Ascendancy at 20:04 see stats
By Gram the Returned Doomed level 10
8th Mirth 122nd year of Ascendancy at 10:02 see stats
By Gram the Returned Doomed level 5
1st Mirth 122nd year of Ascendancy at 13:36 see stats
By Gram the Returned Doomed level 9
6th Mirth 122nd year of Ascendancy at 02:59 see stats
By Gram the Returned Doomed level 11
3rd Summertide 122nd year of Ascendancy at 05:22 see stats
By Gram the Returned Doomed level 4
75th Pyre 122nd year of Ascendancy at 22:25 see stats
By Gram the Returned Doomed level 2
75th Pyre 122nd year of Ascendancy at 09:58 see stats
Log
Saving done.
Today is the 9th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 10th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:38.
Today is the 1st Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
Today is the 2nd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Accepted quest 'An apprentice task'! (Press 'j' to see the quest log)
Quest 'An apprentice task' completed! (Press 'j' to see the quest log)
You have no more Iron Mail of Bloodletting (Madness) (2 def, 4 armour)
New Achievement: The secret city!
Quest 'An apprentice task' is done! (Press 'j' to see the quest log)
You receive: Angolwen Academy Training Token
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:56.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Gram deactivates Dismal Aura.
Gram deactivates Gesture of Pain.
Gram deactivates Hymn of Shadows.
Gram deactivates Call Shadows.
Gram deactivates Daunting Presence.
Gram deactivates Deflection.