











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.4This 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 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 12 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Velethra the dozing giant venus flytrap at level 12 on the 1st Shortage 122nd year of Ascendancy at 19:31 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 44 (base 27) |
| Willpower | 45 (base 36) |
| Cunning | 18 (base 10) |
Resources
| Life | -58/391 |
| Mana | 202/291 |
| Equilibrium | 97 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 1.5682214383181 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +16% |
| Fire | +11% |
| Nature | +5% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 26.413408721348 (65.897138898113%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 15 |
| Physical Save | 23 |
| Spell Save | 28 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 8%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 36%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Bleed Resistance | 10% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| detrimental effect | The target is encased in thorny vines, dealing 9 nature damage each turn and reducing its speed by 20%. Thorn Grab |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned and sick, doing 14.21 nature damage per turn. Each time it tries to use a talent there is 8% chance of failure. Crippling Poison |
| detrimental effect | The target is poisoned, taking 50.06 nature damage per turn. Poison |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Alre is fed upon by Velethra the dozing giant venus flytrap. Fed Upon |
| detrimental effect | Reduces global action speed by 30%. Slow |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
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 Magic by +5. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 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 minotaur nose. * You've found the needed electric eel tail. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Xanidara the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +6 Lck dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Crit.chn- 15.00% Phys.save +6 (+3 eff.) Stealth +6 ---------- misc Light +2 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | grounding rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
| Tool | Fulykalthohell the Scabgrind [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +3% blight Heal.mod +10% Poison- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
| On fingers | Scumgrit the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +11% fire Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Resists +3% nature +22% fire Rings make your fingers look great! |
| Around neck | copper amulet 'Xadatira'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Fatigue -4% Resists +5% arcane HP.reg +1.00 Amulets make your neck look great! |
| In main hand | Firestar the iron shield (0 def, 8 armour, 98% power, 40 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 Melee+ +4 light +10 cold On Hit.r1 +16 fire While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +11% cold Cut- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | acidic iron shield of cold resistance (+16%) (0 def, 2 armour, 100% power, 24 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 On Hit: * 11% chance to reduce armor by 30% While equipped: dps ---------- Melee+ 5 acid Melee Ret 2 acid ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Chillpython (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Apr +1 ----- def ----- Defense +21 (+11 eff.) Resists +6% cold Phys.save +7 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +4 Wil +4 Cun +1 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) Max.HP +21.00 Disease- +15% A suit of armour made of mail. It was changed by the digestive sack. |
Inventory
wild infusion of the psychic (res 27%; magical, mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 121; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed 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 121 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Hellviper the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid +15% fire ----- def ----- Resists +3% acid Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
savior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Corruptionburst1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +3% physical HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +7% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Willowhue (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Radiancebile' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Con dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
5 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.) When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
61 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. |
Bevon2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- S.pwr/crit +2 Apr +3 ----- def ----- Die.at -60.00 life ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of stinging 'Hellslady' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +3% fire Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alre the Drem Stone Warden level 12
2nd Loss 122nd year of Ascendancy at 00:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alre the Drem Stone Warden level 10
29th Dearth 122nd year of Ascendancy at 09:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alre the Drem Stone Warden level 9
20th Dearth 122nd year of Ascendancy at 02:56 see stats
Log
Crystaline Half (Alre) casts Earthen Missiles.
Crystaline Half (Alre) casts Earthen Missiles.
Stone Half (Alre) is not stunned anymore.
Crystaline Half (Alre) is not stunned anymore.
War hound starts to bleed.
Rimebark starts to bleed.
Shadow starts to bleed.
Elilaith the dreaming poison ivy converts some damage to Psi!
Thorn Grab from Isemira the dozing honey tree hits Stone Half (Alre) for 5 nature damage.
Thorn Grab from Isemira the dozing honey tree hits Crystaline Half (Alre) for 5 nature damage.
Crystaline Half (Alre)'s Earthen Missiles hits Elilaith the dreaming poison ivy for 8 to psi, 13 physical, 1 to psi, 2 physical (24 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Rimebark for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Shadow for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Velethra the dozing giant venus flytrap for (11 deflected), 12 physical, (1 deflected), 3 physical (15 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits War hound for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits War hound for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Shadow for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Rimebark for 25 physical, 4 physical (30 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Velethra the dozing giant venus flytrap for (11 deflected), 12 physical, (1 deflected), 3 physical (15 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Elilaith the dreaming poison ivy for 8 to psi, 13 physical, 1 to psi, 2 physical (24 total damage).
Crippling Poison from Elilaith the dreaming poison ivy hits Crystaline Half (Alre) for 8 nature damage.
Poison from Elilaith the dreaming poison ivy hits Crystaline Half (Alre) for 30 nature damage.
Crippling Poison from Elilaith the dreaming poison ivy hits Stone Half (Alre) for 8 nature damage.
Crystaline Half (Alre) uses Rain of Spikes.
Elilaith the dreaming poison ivy converts some damage to Psi!
Crystaline Half (Alre)'s Earthen Missiles hits Adiretha the dozing honey tree for 24 physical, 4 physical (28 total damage).
Crystaline Half (Alre)'s Earthen Missiles hits Adiretha the dozing honey tree for 24 physical, 4 physical (28 total damage).
Melee retaliation hits Elilaith the dreaming poison ivy for 1 to psi, 1 acid, 1 to psi, 1 acid (3 total damage).
Elilaith the dreaming poison ivy hits Stone Half (Alre) for 28 nature, 2 lightning, 2 physical, 4 cold, 2 acid, 1 fire, 29 mind, 2 lightning, 2 physical, 4 cold, 2 acid, 1 fire (79 total damage).
Velethra the dozing giant venus flytrap uses Blast.












































































