












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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: Embers of Rage 1.7.4Official Expansion!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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 20 / 60% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 48 (base 36) |
| Constitution | 15 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 25 (base 13) |
Resources
| Life | 780/780 |
| Stamina | 168/168 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 5.4916633901939 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 24.108545491274 |
| See Invisible | 24.108545491274 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 60 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.577031673743 (96.438666929426%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 32 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 3%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 51% |
| Poison Resistance | 20% |
| Disarm Resistance | 23% |
| Teleport Resistance | 10% |
| Silence Resistance | 40% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 71% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.43 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Stire of Derth's elixir of precision |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity 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. | 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 |
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 |
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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. 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 green worm. * You've found the needed minotaur nose. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +21% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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 | Belotta (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Resistance +5% lightning +6% temporal +3% acid +5% arcane +1% physical Life +80.00 Silence Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.80 Max stamina +14.00 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. |
| Tool | Aerilranne the Shadeslicer [power 1] (22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% darkness When Hit 2 light defense ------ Resistance +3% mind +6% temporal Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xatha0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Spell Crit +7% Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +7 (+4 eff.) Accuracy +5 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +24% other ------- Max mana +20.00 Rings make your fingers look great! |
| On fingers | mule's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +25.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +21% other ------- Encumbrance +23 Rings make your fingers look great! |
| Around neck | grounding steel amulet of mastery (0.13 Technique / Conditioning)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% lightning Stun Resist +22% other ------- Masteries +0.13 Technique/Conditioning Amulets make your neck look great! |
| In main hand | Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+9 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Around waist | Vorida1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +6% light +1% physical Physical save +6 (+3 eff.) Unlife -40.00 life Life +20.00 Poison Resist +20% Teleport Resist +10% A belt that goes around your waist. |
| In off hand | reinforced steel shield of lightning resistance (+16%) (0 def, 6 armour, 18-22 power, 75.5 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +76 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Mardulendur' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Damage +3% physical defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +9% blight +11% cold Unlife -20.00 life other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Unrenaribers the Daygore (6 def, 13 armour)17.0 Encumbrance T2 massive armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Cun offense ------ Damage +9% light Ignore resists +5% light defense ------ Armor +13 Defense +6 (+3 eff.) Fatigue +22% Resistance +17% acid +11% nature +11% blight Mind save +12 (+6 eff.) other ------- Light +3 A suit of armour made of metal plates. |
Inventory
Scorpionborn the vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 nature While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +2% Critical power +6.00% Mindpower +7 (+4 eff.) defense ------ Resistance +9% cold +3% temporal Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
verdant woollen robe of lightning (+15%) (0 def, 0 armour) =con=2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature +10% lightning defense ------ Resistance +15% lightning +9% all Poison Resist +21% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isatira the Dourwrest (8 def, 8 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Dex +10 Mag offense ------ Spell Crit +11% Critical power +10.00% Spellpower +28 (+6 eff.) Damage +28% temporal +25% light +6% darkness Ignore resists +27% physical defense ------ Armor +8 Defense +8 (+4 eff.) Resistance +2% physical +15% light +28% temporal +15% darkness +15% all Life +70.00 other ------- Mana/turn +0.35 Max mana +91.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
noble's rough leather belt =Will=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
pair of rough leather boots of rushing (0 def, 1 armour) =con=2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.9 Power cost 22 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Emoriakira (0 def, 4 armour) =wil=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +4 Fatigue +2% Resistance +6% lightning +2% physical +9% darkness Life +20.00 other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =will=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
linen wizard hat of arcana (1 def, 0 armour) =wil=2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
5 agate0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
264 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Chillgash' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% arcane When Hit 2 cold defense ------ Resistance +5% arcane +9% cold other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Silurivena the elm totem of stinging [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% arcane +9% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ZenBulwark the Dwarf Bulwark level 10
31st Dearth 122nd year of Ascendancy at 00:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ZenBulwark the Dwarf Bulwark level 20
24th Iron 123rd year of Ascendancy at 01:57 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By ZenBulwark the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 17:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ZenBulwark the Dwarf Bulwark level 13
21st Loss 122nd year of Ascendancy at 10:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ZenBulwark the Dwarf Bulwark level 10
33rd Dearth 122nd year of Ascendancy at 08:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZenBulwark the Dwarf Bulwark level 17
4th Iron 123rd year of Ascendancy at 21:19 see stats
Log
Today is the 12nd Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
--------------------------------
Today is the 13rd Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
--------------------------------
There is a Last Hope (Town) here (press '' or right click to use).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
--------------------------------
An object rolls from the gift!
--------------------------------
ZenBulwark picks up (b.): Isatira the Dourwrest (8 def, 8 armour).
--------------------------------
An object rolls from the gift!
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ZenBulwark picks up (a.): Scorpionborn the vined mindstar (6-6 power, 18 apr, nature damage).
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You feel imbued with great knowledge (+1 prodigy point)!









































































