









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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 | Ogre |
Class | Archmage |
Level / Exp | 11 / 6% |
Size | big |
Lifes / Deaths | Killed by Belonor the cold drake hatchling at level 11 on the 6th Flare 122nd year of Ascendancy at 05:40 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 10 (base 10) |
Magic | 41 (base 30) |
Willpower | 40 (base 31) |
Cunning | 16 (base 11) |
Resources
Life | -21/204 |
Mana | 135/320 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Invisible | 3 |
Offense: Mainhand
Damage | 16 |
Accuracy | 13 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Acid | +11% |
Light | +10% |
Darkness | +6% |
Cold | +49% |
Arcane | +10% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 2 |
Physical Save | 18 |
Spell Save | 38 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 13%( 70%) |
Light | + 14%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 9%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 49%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (3/3)
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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 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 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 28% (based on Cunning). Uses 50 power out of 12/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 25.50 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +1 Wil defense ------ Defense +1 (+0 eff.) other ------- EQ when Hit +0.70 Psi when Hit +0.70 Hate when Hit +0.70 Infravision +3 See Invisibility +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Wil offense ------ Critical power +5.00% defense ------ Spell save +6 (+3 eff.) other ------- Mana-on-crit +1.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% cold defense ------ Resistance +20% cold Mind save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +5% fire defense ------ Resistance +5% arcane Crit Resistance 15.00% Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% cold defense ------ Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal +2% physical Teleport Resist +10% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+4 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+8 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.6 Power cost 80 out of 1/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.41 cold damage and 13.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 7 light Damage +4% arcane +4% light defense ------ Armor +2 Resistance +7% light 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. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% defense ------ Defense +1 (+0 eff.) Physical save +9 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life other ------- Stamina/turn +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 | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) On-Hit 5 light 6 darkness Damage +5% acid +6% light +6% darkness +4% fire +5% lightning +4% cold When Hit: * 6% chance to reduce damage dealt by 16% * 6% chance to blind Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% physical defense ------ Armor +8 Resistance +1% physical other ------- Stamina/turn +2.00 Masteries +0.13 Spell/Water Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness Damage Against +5% Living Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living While equipped: Stats +3 Str other ------- Hate-on-crit +1.00 Light +1 Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% physical On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +10% physical +7% all Crit Resistance 10.00% Unlife -40.00 life Silence Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +1.0% defense ------ Armor +6 Resistance +6% fire +6% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Str +1 Con offense ------ Ignore resists +15% mind defense ------ Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +1 (+0 eff.) Resistance +6% cold +3% light +5% arcane Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ When Hit 4 mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +4 Con offense ------ Critical power +5.00% Spellpower +4 (+2 eff.) Damage +6% physical When Hit 4 physical defense ------ Armor +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con offense ------ Physical Power +10 (+6 eff.) Ignore resists +5% mind Ignore Armor +2 defense ------ Armor +5 Fatigue +2% Physical save +20 (+11 eff.) Mind save +10 (+5 eff.) other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature +6% light Ignore resists +15% mind When Hit 2 mind defense ------ Armor +1 Resistance +12% nature +3% light 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. |
![]() 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex offense ------ On-Hit 6 nature Damage +3% nature +3% cold defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% blight Teleport Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +2 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Con offense ------ Physical Crit +1.0% Damage +3% lightning +3% temporal Ignore resists +5% physical defense ------ Armor +3 Fatigue +5% Resistance +3% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +1 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Armor +3 Fatigue +5% Resistance +3% nature Crit Resistance 15.00% Physical save +11 (+6 eff.) other ------- See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature When Hit 2 darkness 2 nature defense ------ Resistance +17% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance 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. |
Achievements
By Gononhroth the Ogre Archmage level 10
3rd Flare 122nd year of Ascendancy at 18:55 see stats
By Gononhroth the Ogre Archmage level 2
75th Pyre 122nd year of Ascendancy at 01:49 see stats
By Gononhroth the Ogre Archmage level 9
8th Mirth 122nd year of Ascendancy at 12:18 see stats
Log
Entropic Gift from Belonor the cold drake hatchling hits Gononhroth for (5 absorbed), 0 temporal, (6 absorbed), 0 darkness (0 total damage).
Gononhroth's cold repulsion area effect hits Cold drake hatchling for 1 cold, 10 physical (11 total damage).
Gononhroth's cold repulsion area effect hits Cold drake hatchling for 1 cold, 10 physical (11 total damage).
Gononhroth's cold repulsion area effect hits Lisyrilaith the skeleton warrior for 15 cold, 10 physical (24 total damage).
Gononhroth's glacial vapour area effect hits Cold drake hatchling for 3 cold damage.
Gononhroth's glacial vapour area effect hits Cold drake hatchling for 3 cold damage.
Weakness Disease from Vorylrada the degenerated skeleton archer hits Gononhroth for (7 absorbed), 5 blight (5 total damage).
Gononhroth receives 37 healing from Temporal Restoration Field.
Gononhroth's glacial vapour area effect killed Cold drake hatchling!
Gononhroth shrugs off Vorylrada the degenerated skeleton archer's 'Rotting Disease'!
Vorylrada the degenerated skeleton archer's Soul Rot hits Gononhroth for 88 blight damage.
A wave of icy water erupts from the ground!
Vorylrada the degenerated skeleton archer casts Bone Spear.
Belonor the cold drake hatchling loses 3 health to the entropy.
The shield around Belonor the cold drake hatchling crumbles.
Cold drake hatchling resists the blinding light!
Melee retaliation hits Cold drake hatchling for 1 cold damage.
Vorylrada the degenerated skeleton archer hits Gononhroth for 88 physical damage.
Cold drake hatchling hits Gononhroth for 36 physical damage.
Lisyrilaith the skeleton warrior is knocked back!
Cold drake hatchling resists the wave!
Gononhroth's cold repulsion area effect hits Cold drake hatchling for 1 cold, 10 physical (11 total damage).
Gononhroth's cold repulsion area effect hits Lisyrilaith the skeleton warrior for 15 cold, 10 physical (24 total damage).
Gononhroth's glacial vapour area effect hits Cold drake hatchling for 3 cold damage.
Gononhroth is free from the weakness disease.
The fabric of time around Gononhroth returns to normal.
Talent Glacial Vapour is ready to use.
Entropic Gift from Belonor the cold drake hatchling hits Gononhroth for 6 temporal damage.
Gononhroth the level 11 ogre archmage was temporally distorted to death by Belonor the cold drake hatchling on level 3 of Ruins of Kor'Pul.