










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Auto-self-cast Arcane Eye 1.5.0Automatically cast Arcan Eye on self when enemies are not visible and it's at level 4+ and it's not active Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Items Vault 1.7.0Donators/Buyers bonus! Keep Transmo Tab 1.7.0Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.0Official 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 | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 24 / 58% |
Size | medium |
Lifes / Deaths | Killed by Torek the dwarf at level 21 on the 32nd Haze 122nd year of Ascendancy at 15:36 5 / 1 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 24 (base 12) |
Constitution | 25 (base 12) |
Magic | 80 (base 45) |
Willpower | 63 (base 25) |
Cunning | 50 (base 38) |
Resources
Mana | 489/489 |
Life | 522/522 |
Paradox | 0 |
Soul | 10/10 |
Hate | 48/100 |
Equilibrium | 10 |
Steam | 100/100 |
Stamina | 318/318 |
Psi | 133/133 |
Healing Factor | 1.1245178243369 |
Regeneration | 26.713712891175 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 33 |
Accuracy | 29 |
Crit Chance | 17% |
APR | 3 |
Speed | 0.91 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +18% |
Physical | +6% |
Cold | +12% |
All | 0% |
Darkness | +35% |
Lightning | +5% |
Mind | +24% |
Fire | +18% |
Nature | +6% |
Offense: Damage Penetration
Acid | +5% |
Mind | +15% |
Darkness | +30% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 37 |
Mental Save | 39 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 39%( 70%) |
All | + 23%( 70%) |
Darkness | + 45%( 70%) |
Lightning | + 51%( 70%) |
Mind | + 32%( 70%) |
Fire | + 28%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Chronophage | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Nightfall | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Darkness | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Thermal Shield |
talent | Mitosis |
talent | Kinetic Shield |
talent | Jinxed Touch |
talent | Reality Smearing |
talent | Erupting Shadows |
talent | Reaping |
talent | Atrophy |
talent | Beyond the Flesh |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 16.4 and stamina regeneration by 5.0. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 25%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by gigantic gravity worm. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Bethathra the bee swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. 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 warg claw. * You've found the needed length of troll intestine. * '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: * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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
Psionic focus | ![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +3% blight +6% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Shield.pwr +6% HP.reg +2.10 Silence- +30% A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Mind.pwr +10 (+4 eff.) Dmg.mod +21% mind ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% cold Spell.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% darkness +12% cold Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +9% blight +22% darkness +5% arcane Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck dps ---------- Phys.pwr +5 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical Acc +7 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Unseen.red 12% Die.at -20.00 life Max.HP +20.00 HP.reg +2.00 Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +26.00% Spell.pwr +12 (+3 eff.) Melee+ 21 fire Dmg.mod +6% blight +18% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Melee+ 7 lightning 7 nature Dmg.mod +5% lightning +6% nature +6% blight ----- def ----- Armour +2 Resists +6% lightning +6% nature HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +17.00 Unarmed combat: Power 115% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning +7 nature On Hit: 10% Nightmare 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +9 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.14 Max.mana +26.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% fire Res.pen +20% darkness +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning +0% cold +3% mind +0% nature Mind.save +6 (+2 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Mag +7 Wil +1 Con dps ---------- Dmg.mod +11% acid Melee Ret 30 physical ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +1% Resists +16% acid +9% mind +9% all Phys.save +18 (+9 eff.) ---------- misc Mana/turn +0.10 Psi/turn +0.18 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Aynait the Cornac Adventurer level 8
46th Dusk 122nd year of Ascendancy at 18:46 see stats
By Aynait the Cornac Adventurer level 23
47th Haze 122nd year of Ascendancy at 05:08 see stats
By Aynait the Cornac Adventurer level 10
53rd Dusk 122nd year of Ascendancy at 13:52 see stats
By Aynait the Cornac Adventurer level 20
15th Haze 122nd year of Ascendancy at 10:14 see stats
By Aynait the Cornac Adventurer level 22
46th Haze 122nd year of Ascendancy at 06:32 see stats
By Aynait the Cornac Adventurer level 14
74th Dusk 122nd year of Ascendancy at 18:49 see stats
By Aynait the Cornac Adventurer level 8
7th Mirth 122nd year of Ascendancy at 11:05 see stats
By Aynait the Cornac Adventurer level 17
8th Haze 122nd year of Ascendancy at 00:11 see stats
By Aynait the Cornac Adventurer level 16
77th Dusk 122nd year of Ascendancy at 23:19 see stats
Log
You gain 0.50 gold from the melting of steel steamgun.
You collect a new ingredient: lump of steel (1).
You gain 11.25 gold from the melting of caustic steel steamgun of enduring.
You gain 19.27 gold from the melting of Malelathadir the Rimelace (111% power, 3 apr, blight element).
You collect a new ingredient: stack of herbs (bilberry) (1).
You gain 3.38 gold from the melting of mitotic thorny mindstar (94% power, 24 apr, nature damage).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 13.48 gold from the melting of Pyreswift (75% power, 12 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.50 gold from the melting of Kinetic Focus (88% power, 18 apr, physical damage).
You collect a new ingredient: lump of steel (1).
You gain 16.08 gold from the melting of Bleakcut the steel longsword (110% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 8.30 gold from the melting of plaguebringer's dwarven-steel greatsword of shearing (144% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 8.63 gold from the melting of Elegathra the dwarven-steel greatsword (167% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.06 gold from the melting of truestriking dwarven-steel battleaxe (140% power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 18.41 gold from the melting of Cyrolle the Cinderbreaker (103% power, 1 apr).
You gain 4.40 gold from the melting of gold ring of misery.
You gain 0.65 gold from the melting of steel amulet of mastery (0.15 Cursed / Force of will).
You gain 21.93 gold from the melting of steel amulet 'Branochak'.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 8.00 gold from the melting of schematic: Hook Shell.
You gain 1.74 gold from the melting of shielding rune (absorb 263; dur 5; cd 18).
You gain 2.01 gold from the melting of blink rune of the warrior (range 4; phase 13; cd 15).
You gain 1.57 gold from the melting of steam generator implant (steam 4).
You gain 3.15 gold from the melting of medical injector implant (efficiency 106% / cooldown 81%).
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