









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! New Gem Types 1.5.10Adds 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! Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Doctornull's Class Pack 1.5.10This 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. Items Vault 1.7.6Donators/Buyers bonus! Verdant Class Pack 1.7.2Content 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: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Auto-explore and Rest 1.7.2Quality 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. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 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.] Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Colossus |
| Class | Bulwark |
| Level / Exp | 28 / 12% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Beteyanne the white ooze at level 15 on the 14th Dearth 122nd year of Ascendancy at 16:05 / 6Killed by Beteyanne the white ooze at level 15 on the 14th Dearth 122nd year of Ascendancy at 16:46 Killed by Weirdling Beast at level 21 on the 29th Dearth 122nd year of Ascendancy at 11:02 Killed by Headless Horseman at level 21 on the 34th Dearth 122nd year of Ascendancy at 07:29 Killed by Aldrba the dwarf at level 21 on the 36th Dearth 122nd year of Ascendancy at 21:58 Killed by Kichtor the human at level 21 on the 36th Dearth 122nd year of Ascendancy at 22:41 |
Primary Stats
| Strength | 113 (base 50) |
| Dexterity | 25 (base 20) |
| Constitution | 78 (base 50) |
| Magic | 25 (base 10) |
| Willpower | 46 (base 10) |
| Cunning | 19 (base 16) |
Resources
| Life | 1502/1502 |
| Stamina | 221/221 |
| Healing Factor | 1.9225372656298 |
| Regeneration | 36.809191601593 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +90% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 148 |
| Accuracy | 50 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +17% |
| Blight | +20% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 83.880256568047 (96.151787968034%) |
| Defense | 48 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 53 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 52%( 75%) |
| Blight | + 64%( 75%) |
| Physical | + 48%( 75%) |
| Cold | + 74%( 75%) |
| All | + 45%( 75%) |
| Lightning | + 52%( 75%) |
| Light | + 49%( 75%) |
| Temporal | + 54%( 75%) |
| Mind | + 49%( 75%) |
| Darkness | + 57%( 75%) |
| Fire | + 59%( 75%) |
| Nature | + 56%( 75%) |
Defense: Immunities
| Stun Resistance | 95% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Colossus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Chant of Fortress |
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 |
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 successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 188. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed xorn fragment. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Aeruvea'1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Melee Ret 4 mind ----- def ----- Armour +2 Defense +10 (+3 eff.) ---------- misc Hate/m.crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aluyadar the Kindlegrind (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight +15% light ----- def ----- Defense +3 (+1 eff.) Resists +15% blight Die.at -40.00 life Max.HP +60.00 Silence- +20% Pinning- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| On hands | Burnwell the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag +3 Cun +5 Con dps ---------- Acc +10 (+3 eff.) Apr +2 Melee Ret 4 fire ----- def ----- Armour +2 Resists +12% fire +7% light +6% darkness Die.at -40.00 life ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 46.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Xydheba' (dig speed 40 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ----- def ----- Armour +2 Resists +2% physical Phys.save +6 (+2 eff.) HP.reg +2.00 Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +10 Str +2 Wil +9 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +8 Max.HP +55.00 HP.reg +8.00 Heal.mod +11% ---------- misc Infravis +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel ring 'Arerada'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +27 (+9 eff.) Dmg.mod +3% mind +3% blight ----- def ----- Resists +13% acid +13% fire +13% lightning +16% cold ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Eliriamira the Dourswift (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 acid +13 darkness +11 blight Against +8% Living On Hit: * 20% chance to reduce armor by 26% * 13% chance to reduce strength, dexterity, and constitution by 17 While equipped: Stats +9 Con +13 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Max.HP +58.00 One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Timekeeper (13 def, 5 armour, 33-36 power, 86 block) Timekeeper (13 def, 5 armour, 33-36 power, 86 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 33.0 - 36.3 Physical Uses 100% Str Crit +5.0% Block +86 While equipped: ----- def ----- Armour +5 Defense +13 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +6% Resists +16% temporal +16% darkness +16% cold Teleport- +100% ---------- misc Talents +3 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
| Cloak | murderer's linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dazzlecutter (30 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Res.pen +25% light ----- def ----- Armour +11 Defense +30 (+10 eff.) Fatigue +22% Resists +7% mind Mind.save +12 (+6 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Inventory
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Achievements
Catch that Plumpkin! (Exploration mode)
Finish the Plumpkin event.By Ezkner the Colossus Bulwark level 21
34th Dearth 122nd year of Ascendancy at 09:28 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Ezkner the Colossus Bulwark level 6
23rd Voratun 122nd year of Ascendancy at 05:55 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Ezkner the Colossus Bulwark level 22
37th Dearth 122nd year of Ascendancy at 18:24 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ezkner the Colossus Bulwark level 18
20th Dearth 122nd year of Ascendancy at 18:19 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ezkner the Colossus Bulwark level 26
10th Shortage 122nd year of Ascendancy at 15:05 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ezkner the Colossus Bulwark level 21
29th Dearth 122nd year of Ascendancy at 17:54 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ezkner the Colossus Bulwark level 10
7th Profit 122nd year of Ascendancy at 21:17 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ezkner the Colossus Bulwark level 20
26th Dearth 122nd year of Ascendancy at 07:32 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Ezkner the Colossus Bulwark level 25
9th Shortage 122nd year of Ascendancy at 23:50 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Ezkner the Colossus Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:40 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Ezkner the Colossus Bulwark level 22
39th Dearth 122nd year of Ascendancy at 00:40 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ezkner the Colossus Bulwark level 6
29th Voratun 122nd year of Ascendancy at 02:13 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Ezkner the Colossus Bulwark level 22
38th Dearth 122nd year of Ascendancy at 05:58 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ezkner the Colossus Bulwark level 12
12nd Wealth 122nd year of Ascendancy at 10:21 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Ezkner the Colossus Bulwark level 23
39th Dearth 122nd year of Ascendancy at 19:46 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ezkner the Colossus Bulwark level 17
20th Dearth 122nd year of Ascendancy at 08:47 see stats
Log
Ezkner activates Daunting Presence.
Ezkner deactivates Shield Wall.
Ezkner activates Shield Wall.
Ezkner deactivates Chant of Fortress.
Ezkner activates Chant of Fortress.
You gain 25.00 gold from the transmogrification of yew wand of shielding 'Hazestrider' [power 302] (20 cooldown).
You gain 12.00 gold from the transmogrification of sugilite.
You gain 8.00 gold from the transmogrification of small geode.
You gain 12.00 gold from the transmogrification of geode.
You gain 8.00 gold from the transmogrification of carnelian.
You gain 3.24 gold from the transmogrification of crystalomancer's dwarven-steel pickaxe (dig speed 28 turns).
You gain 0.75 gold from the transmogrification of hardened leather armour (9 def, 6 armour).
You gain 2.12 gold from the transmogrification of dwarven-steel mail armour of resilience (3 def, 8 armour).
You gain 10.00 gold from the transmogrification of Iron Mail of Bloodletting (2 def, 4 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 16.56 gold from the transmogrification of Salitha the Sleetwinnow (0 def, 3 armour).
You gain 15.70 gold from the transmogrification of Durathad the Dazzleusher (15-18 power, 3 apr, temporal element).
You gain 1.85 gold from the transmogrification of horrifying thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 2.04 gold from the transmogrification of yew longbow of lightning.
You gain 17.54 gold from the transmogrification of Demonstinger.
You gain 2.50 gold from the transmogrification of Corpsebow.
You gain 4.63 gold from the transmogrification of balanced steel dagger of persecution (12-16 power, 6 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel battleaxe of massacre (38-57 power, 2 apr).
You gain 19.18 gold from the transmogrification of dwarven-steel battleaxe 'Prismquell' (29-44 power, 2 apr).
You gain 2.66 gold from the transmogrification of titan's gold ring of power.
You gain 5.37 gold from the transmogrification of restful steel amulet of the eclipse.
You gain 0.63 gold from the transmogrification of healing infusion (heal 45; cd 15).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.
























































