










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Revamped Alchemist 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official 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 1.5.5In 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 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. 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. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Improved Auto-explore and Rest 1.5.5Quality 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. Better Item Description 1.5.5This 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Prodigy Tweaks 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 32 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 18 on the 12nd Dusk 122nd year of Ascendancy at 20:52 3 / 4Killed by Ce'Nyth the wolf at level 32 on the 29th Dusk 122nd year of Ascendancy at 23:56 Killed by rogue at level 32 on the 37th Dusk 122nd year of Ascendancy at 21:39 Killed by Ankh at level 32 on the 37th Dusk 122nd year of Ascendancy at 21:49 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 66 (base 60) |
| Constitution | 27 (base 25) |
| Magic | 66 (base 60) |
| Willpower | 26 (base 10) |
| Cunning | 64 (base 60) |
Resources
| Life | 727/727 |
| Mana | 366/366 |
| Stamina | 233/233 |
| Healing Factor | 1.3694416243655 |
| Regeneration | 6.6658214381533 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -988 |
| Infravision | 6 |
| See Stealth | 51.209077948306 |
| See Invisible | 51.209077948306 |
| Stealth | 60.470746868533 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 61 |
| Crit Chance | 40% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 61 |
| Crit Chance | 40% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +6% |
| Arcane | +3% |
| Fire | +4% |
| Nature | +9% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +5% |
| Mind | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 6 (68.311688311688%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 33 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Stealth |
| 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 |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by giant eel. Escort: lone alchemist (level 3 of Trollmire) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 14% of the way to your next Rank. You have killed: 13 Uniques 5 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 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 | Manethad the Dazzleseam (0 def, 3 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 8 mind Dmg.mod +6% light Melee Ret 8 light ----- def ----- Armour +3 Fatigue +1% Resists +7% nature Spell.save +4 (+2 eff.) Max.HP +47.00 Heal.mod +12% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Light +3 Infravis +2 A cap made of leather. |
| Tool | iron pickaxe 'Brightshine' (dig speed 15 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +5 Str +2 Con dps ---------- Res.pen +5% mind Apr +7 Melee Ret 12 mind ----- def ----- Resists +6% fire +6% darkness +3% light ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +4 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On hands | rough leather gloves 'Woesweeper' (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +4% fire Res.pen +5% darkness +5% blight Acc +6 (+2 eff.) Apr +6 Melee Ret 16 blight ----- def ----- Armour +1 Resists +3% blight +6% fire +3% darkness Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Purewalker the rough leather belt1.0 T1 belt armor [Random Unique] Master While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +9% nature ----- def ----- Resists +6% cold +5% fire ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | Pitchblow the iron dagger (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Nature/Master Power 15.0 - 19.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +13 insidious poison While equipped: dps ---------- Melee+ 12 darkness Dmg.mod +6% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to disease ----- def ----- Resists +6% blight ---------- misc Max.P.En +5.00 Max.N.En +5.00 Sharp, short and deadly. |
| Main armor | rough leather armour 'Erelinarildir' (1 def, 2 armour)9.0 T1 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% blight +10% arcane ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% acid +15% arcane Max.HP +45.00 HP.reg +1.20 Heal.mod +12% A suit of armour made of leather. |
| In off hand | iron dagger 'Skyroar' (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Arcane/Master Power 15.0 - 19.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 acid On Hit.r1 +8 lightning On Crit.r2 +4 acid On Hit: * 40% chance to daze at end of turn On Crit: * splashes the target with acid While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 8 lightning 8 acid ----- def ----- Resists +9% lightning Sharp, short and deadly. |
| Cloak | linen cloak 'Korulathasachak' (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Psionic While equipped: Stats +6 Wil +2 Mag dps ---------- Spell.pwr +2 (+0 eff.) Melee+ 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +12% acid Mind.save +14 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
Inventory
Glorileth the iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Arcane/Master Power 9.5 - 12.4 Mind Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 acid +4 mind On Hit.r1 +8 mind On Hit: * 20% chance to cause random gloom On Crit: * cripple the target * splashes the target with acid While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% acid Res.pen +5% mind Melee Ret 8 acid Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of erosion (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 11.0 - 14.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +4 temporal Sharp, short and deadly. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
5 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
3 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane 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. |
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 (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.By Ankh the Shalore Shadowblade level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.By Ankh the Shalore Shadowblade level 20
29th Dusk 122nd year of Ascendancy at 02:40 see stats
Level 30 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 30.By Ankh the Shalore Shadowblade level 30
29th Dusk 122nd year of Ascendancy at 20:01 see stats
The secret city (Nightmare (Adventure) difficulty) (Uniques)
Discovered the truth about mages.By Ankh the Shalore Shadowblade level 32
37th Dusk 122nd year of Ascendancy at 09:23 see stats
Log
Bandit performs a melee critical strike against Ankh!
Bandit resists the mind attack!
Thief activates Insidious Poison.
Thief deactivates Leeching Poison.
Bandit hits Ankh for 61 physical, 59 physical, 3 nature, 3 temporal (126 total damage).
Ankh hits Bandit for 8 light, 16 blight, 12 mind, 4 darkness, 8 light, 16 blight, 6 mind, 4 darkness (75 total damage).
Ankh hits Something for 8 light, 16 blight, 6 mind, 3 darkness, 8 light, 16 blight, 6 mind, 3 darkness (66 total damage).
Something hits Ankh for 57 physical damage.
Ankh the level 32 shalore shadowblade was maimed to death by a rogue on level 1 of The Maze.
You have 3 life(s) left.
Ankh deactivates Trained Reactions.
Ankh is no longer covered by shadows.
Ankh deactivates Shadow Feed.
Ankh deactivates Blur Sight.
Ankh deactivates Shadow Combat.
The fabric of time around Ankh returns to normal.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Ankh!
Saving done.
Talent Stealth is ready to use.
Talent Shadow Feed is ready to use.
Talent Trained Reactions is ready to use.
Talent Shadow Combat is ready to use.
Ankh activates Stealth.
Ran for 2 turns (stop reason: interesting character).
Saving game...





















































































