









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Better Item Description 1.5.10This 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 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 23 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Xanybrenne the thief at level 20 on the 41st Dusk 122nd year of Ascendancy at 02:56 3 / 2Killed by bloated horror at level 23 on the 72nd Dusk 122nd year of Ascendancy at 04:33 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 62 (base 53) |
| Willpower | 25 (base 10) |
| Cunning | 58 (base 48) |
Resources
| Life | 394/394 |
| Mana | 307/307 |
| Negative | 103/116 |
| Positive | 103/116 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 5.0846774193549 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +5.9507954119908E-12% |
| Spell | +4.2188474935756E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 29 |
| Crit Chance | 38% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 62% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Acid | +6% |
| Darkness | +80% |
| Temporal | +9% |
| Mind | +6% |
| Lightning | +12% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +40% |
| Darkness | +50% |
Defense: Base
| Armour (hardiness) | 25 (60%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 28 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 61%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 25% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 488% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -454 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Sunlight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 Alchemists | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Saledheletta the Blindprophet (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +12% mind +3% darkness A pair of boots made of leather. |
| Light source | Dusksweeper the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+6 eff.) Dmg.mod +6% darkness Res.pen +25% mind Melee Ret 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness ---------- 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 | stabilizing cashmere wizard hat of darkness (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Duskwilter the ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +6% mind Res.pen +15% darkness Melee Ret 20 mind ----- def ----- Resists +6% darkness ---------- misc Talents +2 Void Blast Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Yarydunamagas the Thunderrot0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Confus- +22% Rings can have magical properties. |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +0.90 Stun/Frz- +22% Rings can have magical properties. |
| Around waist | Darkrazor1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +5% Dmg.mod +6% acid +6% darkness Melee Ret 12 acid 8 darkness ----- def ----- Resists +18% darkness A belt that goes around your waist. |
| In main hand | Aruthra the Sparkquill (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Spell.crit +19% Crit.mult +22.00% Spell.pwr +24 (+8 eff.) Melee+ 29 fire Dmg.mod +12% lightning +30% darkness ----- def ----- Armour +12 Defense +10 (+5 eff.) Resists +9% acid +1% physical ---------- misc See.Invis +12 Wards +3 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Jetripper' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% fire +4% nature +9% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +6% nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | Gilezor the cashmere cloak (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +9% temporal +13% darkness +6% light Stealth +11 Cut- +25% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Nerenn'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck dps ---------- Crit.mult +17.00% Mind.pwr +20 (+6 eff.) Dmg.mod +9% temporal Res.pen +15% mind Acc +22 (+10 eff.) Apr +18 ----- def ----- Defense +13 (+6 eff.) Fatigue -9% Unseen.red 16% HP.reg +3.70 Amulets can have magical properties. |
Inventory
movement infusion of the titan (419% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 419% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +5 Lck ----- def ----- D.Red.from +15% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
Runedas the Ashfame (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +15 Dex dps ---------- Melee+ 11 fire Dmg.mod +3% acid +6% fire Acc +14 (+7 eff.) Apr +21 ----- def ----- Armour +3 Resists +6% acid +11% fire 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). Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
169 alchemist agate0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
Elobreda (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +9% fire +20% nature +5% arcane Spell.save +6 (+3 eff.) Die.at -60.00 life Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
6 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. |
6 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Slime slayer the Shalore Anorithil level 10
75th Pyre 122nd year of Ascendancy at 04:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Slime slayer the Shalore Anorithil level 20
40th Dusk 122nd year of Ascendancy at 23:26 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Slime slayer the Shalore Anorithil level 11
78th Pyre 122nd year of Ascendancy at 21:41 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Slime slayer the Shalore Anorithil level 22
56th Dusk 122nd year of Ascendancy at 03:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Slime slayer the Shalore Anorithil level 16
22nd Dusk 122nd year of Ascendancy at 23:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Slime slayer the Shalore Anorithil level 23
72nd Dusk 122nd year of Ascendancy at 04:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Slime slayer the Shalore Anorithil level 12
4th Mirth 122nd year of Ascendancy at 19:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Slime slayer the Shalore Anorithil level 15
17th Dusk 122nd year of Ascendancy at 20:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Slime slayer the Shalore Anorithil level 22
55th Dusk 122nd year of Ascendancy at 13:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Slime slayer the Shalore Anorithil level 17
31st Dusk 122nd year of Ascendancy at 05:28 see stats
Log
Today is the 79th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Ran for 7 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 1st Time of Equilibrium of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
You gain 2.86 gold from the transmogrification of insidious pouch of steel shots of wind (14/18, 20-24 power, 2 apr).
You gain 2.31 gold from the transmogrification of blazing pouch of steel shots of accuracy (18/18, 18-21.6 power, 2 apr).
You gain 0.62 gold from the transmogrification of miner's iron pickaxe (dig speed 28 turns).
You gain 18.82 gold from the transmogrification of Raventhorn the cured leather armour (2 def, 4 armour).
You gain 13.49 gold from the transmogrification of Betibrerin (9 def, 5 armour).
You gain 1.11 gold from the transmogrification of iron gauntlets of magic (+3) (0 def, 1 armour).
You gain 0.52 gold from the transmogrification of scholar's pair of rough leather boots (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 11.99 gold from the transmogrification of Shadewill of the Blightspawn (3 def, 3 armour).
You gain 1.53 gold from the transmogrification of shimmering linen robe of darkness (+16%) (0 def, 0 armour).
You gain 22.92 gold from the transmogrification of steel waraxe 'Aerekira' (14-19.6 power, 3 apr).
You gain 5.73 gold from the transmogrification of mighty steel steamgun of life draining.
You gain 19.32 gold from the transmogrification of Blackpiercer.
You gain 0.90 gold from the transmogrification of gifted vined mindstar (4.5-4.95 power, 18 apr, mind damage).
You gain 10.16 gold from the transmogrification of Zubodhema the steel longsword (22-30.8 power, 3 apr).
You gain 16.88 gold from the transmogrification of Zanoderomihell the dwarven-steel greatsword (37-59.2 power, 2 apr).
You gain 2.82 gold from the transmogrification of flaming steel dagger of phasing (11.5-14.95 power, 11 apr).
You gain 1.36 gold from the transmogrification of flaming steel battleaxe (19.5-29.25 power, 2 apr).
You gain 0.89 gold from the transmogrification of wizard's steel ring.
You gain 18.33 gold from the transmogrification of Bleakresolve the copper ring.
You gain 15.00 gold from the transmogrification of The Black Core.
You gain 2.15 gold from the transmogrification of vision rune of the wizard (radius 9; dur 12; see humanoid).
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