











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Better Item Description 1.7.2This 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 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:
Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 16 / 24% |
| Size | big |
| Lifes / Deaths | Killed by skeleton archer at level 6 on the 77th Pyre 122nd year of Ascendancy at 15:52 2 / 3Killed by Bethigatha the rogue at level 16 on the 53rd Haze 122nd year of Ascendancy at 09:15 Killed by disarming trap at level 16 on the 54th Haze 122nd year of Ascendancy at 14:03 |
Primary Stats
| Strength | 44 (base 33) |
| Dexterity | 12 (base 10) |
| Constitution | 33 (base 26) |
| Magic | 38 (base 28) |
| Willpower | 18 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 522/522 |
| Positive | 95/95 |
| Stamina | 175/175 |
| Healing Factor | 1.2789294477288 |
| Regeneration | 6.714379600576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 8 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 25 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Light | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +18% |
| Temporal | +15% |
| Blight | +5% |
| Physical | +20% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 35 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 13 |
| Physical Save | 30 |
| Spell Save | 35 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 19%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 20%( 70%) |
| Lightning | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Stun Resistance | 22% |
| Blind Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 199 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 temporal, 3 cold, 5 arcane, 3 lightning |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by green worm mass. Escort: lost defiler (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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * You've found the needed length of troll intestine. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Relgurin the pair of voratun boots (0 def, 13 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +15% temporal +18% darkness +15% mind ----- def ----- Armour +13 Fatigue +4% Resists +10% blight +26% temporal +10% darkness Def/telep +16 Res/telep +15% Dur/telep +25% ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Max.psi +10.00 Infravis +3 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dratir the Shadownaught (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% light Res.pen +20% physical Apr +5 Melee Ret 2 darkness ----- def ----- Armour +5 Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Burnvagrant the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 10 mind 18 darkness Res.pen +5% blight On Hit (Melee): * 12% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Resists +18% blight +6% fire +5% arcane Mind.save -12 (-12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gorokhad the Thunderbiter (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +1 Con dps ---------- Phys.pwr +30 (+8 eff.) Acc +4 (+2 eff.) ----- def ----- Defense +10 (+7 eff.) Resists +6% lightning Die.at -20.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+8 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Blind- +27% ---------- misc Infravis +3 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
| Around neck | copper amulet 'Alurorek'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Phys.save +15 (+8 eff.) Die.at -20.00 life ---------- misc Masteries +0.13 Technique/Combat techniques Amulets make your neck look great! |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| In off hand | windwalling steel shield of cold resistance (+11%) (0 def, 4 armour, 15-18 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +14 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +16% cold +11% physical Shield.near.proj +23 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Rainweeper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Melee Ret 4 nature 2 lightning On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic rough leather armour of acid resistance (3 def, 7 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +6% Resists +16% acid +11% fire +11% physical A suit of armour made of leather. |
Inventory
teleportation rune of the titan (range 69; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
grounding steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
stabilizing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
stabilizing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
sand hardened leather gloves of dexterity (+4) (0 def, 9 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +11 (+4 eff.) ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethalaith (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Defense +10 (+7 eff.) Fatigue +3% Resists +9% acid +3% cold +6% arcane Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Shinefear the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +3% acid +12% light +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern 'Torchwitch'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% arcane Res.pen +5% fire ----- def ----- Resists +3% blight Phys.save +5 (+3 eff.) Heal.mod +10% ---------- misc Mana/s.crit +2.00 Light +3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Big Stick the Ogre Sun Paladin level 7
16th Dusk 122nd year of Ascendancy at 18:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Big Stick the Ogre Sun Paladin level 10
19th Haze 122nd year of Ascendancy at 05:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Big Stick the Ogre Sun Paladin level 6
5th Mirth 122nd year of Ascendancy at 04:53 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Big Stick the Ogre Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 22:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Big Stick the Ogre Sun Paladin level 16
54th Haze 122nd year of Ascendancy at 11:17 see stats
Log
Talent Rune: Shielding is ready to use.
Something damages himself through Martyrdom!
Deep Wound from Layuvena the rogue hits Big Stick for 16 physical damage.
Big Stick hits Something for (2 flat reduction), 0 physical (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (rogue sapper)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (rogue sapper)).
Rogue sapper activates a prepared device.
Rogue sapper deactivates Stealth.
Big Stick is not crippled anymore.
Talent Barrier is ready to use.
Talent Wave of Power is ready to use.
Big Stick receives 5 healing from Shield of Light.
Deep Wound from Layuvena the rogue hits Big Stick for 16 physical damage.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (rogue sapper)).
Big Stick uses Shield Pummel.
Big Stick triggers a trap (Rogue sapper's disarming trap)!
Big Stick shrugs off the effect 'Disarmed'!
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Big Stick receives 5 healing from Shield of Light.
Rogue sapper's disarming trap hits Big Stick for 89 acid damage.
Big Stick the level 16 ogre sun paladin was dissolved to death by a Rogue sapper's disarming trap on level 3 of The Maze.
Saving game...
Saving done.













































































