








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Use Item Shortcuts 1.4.0Ashes of Urh'Rok 1.5.0Official Expansion!Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.5.0Official Expansion!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. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.5.5This 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 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 10 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Prox the Mighty at level 3 on the 77th Pyre 122nd year of Ascendancy at 05:17 0 / 5Killed by Polobreth the xorn at level 7 on the 79th Pyre 122nd year of Ascendancy at 21:41 Killed by Lisetha the ghoul at level 10 on the 5th Flare 122nd year of Ascendancy at 04:03 Killed by Aduwe the ghoul at level 10 on the 5th Flare 122nd year of Ascendancy at 13:39 Killed by Aduwe the ghoul at level 10 on the 5th Flare 122nd year of Ascendancy at 15:38 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 21) |
| Magic | 36 (base 34) |
| Willpower | 13 (base 13) |
| Cunning | 11 (base 11) |
Resources
| Life | -102/243 |
| Mana | 4/78 |
| Soul | 0/10 |
| Healing Factor | 1.086387434555 |
| Regeneration | 0.27159685863874 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 4 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Light | +5% |
| Temporal | +11% |
| Physical | +4% |
| Cold | +10% |
| Mind | +18% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 23 |
| Ranged Defense | 25 |
| Fatigue | 1 |
| Physical Save | 15 |
| Spell Save | 21 |
| Mental Save | 13 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Temporal | + 3%( 70%) |
| Fire | + 5%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Grave | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
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 Prox 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within4 lumberjacks have died. | done |
Equipment
| Around waist | Adiwyn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% darkness +1% physical Max.HP +30.00 Silence- +20% Teleport- +5% A belt that goes around your waist. |
| On feet | insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +7% cold +5% fire A pair of boots made of leather. |
| Around neck | starseer's copper amulet of mastery (0.10 Spell / Conveyance)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +4% physical +5% temporal +5% light +5% darkness ---------- misc Masteries +0.10 Spell/Conveyance Amulets can have magical properties. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
| On head | Kidrafast (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal +10% darkness +6% mind On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness +3% temporal A pointy cloth hat, very wizardly... |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | potent elm vilestaff of illumination (12-14.4 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +12% darkness On Hit (Melee): * 8% chance to blind ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
Inventory
Bokaroddastir0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical Melee Ret 4 acid 8 physical ----- def ----- Resists +11% light +12% darkness Max.HP +20.00 Blind- +21% Amulets can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
arcing dwarven-steel waraxe of daylight (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 lightning +7 light Against +19% Undead On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
hateful dwarven-steel waraxe (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 darkness Against +5% Living One-handed war axes. |
ranger's steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 draining blight Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of true shot4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike steel steamgun4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 111% Range +7 Proj.spd +800% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% lightning Acc +7 (+7 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic pouch of dwarven-steel shots of accuracy (7/15, 32.5-39 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +5.0% Capacity 15 Ranged+ +8 acid On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
arcing pouch of dwarven-steel shots (16/19, 32-38.4 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Ranged+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (13/21, 34.5-41.4 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Psionic Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Ranged+ +21 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
cashmere robe of light (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +5 Wil +5 Mag ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.19 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +7% mind Mind.save +13 (+10 eff.) A suit of armour made of leather. |
hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +15% cold A suit of armour made of leather. |
thick cashmere cloak of the Shaloren (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue -3% Phys.save +7 (+6 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+6 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Desann the Cornac Necromancer level 10
2nd Flare 122nd year of Ascendancy at 21:07 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Desann the Cornac Necromancer level 10
2nd Flare 122nd year of Ascendancy at 21:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Desann the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 14:39 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Desann the Cornac Necromancer level 9
2nd Mirth 122nd year of Ascendancy at 12:20 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Desann the Cornac Necromancer level 9
4th Mirth 122nd year of Ascendancy at 12:45 see stats
Log
Desann casts Chill of the Tomb.
Desann's Chill of the Tomb hits Aduwe the ghoul for 82 cold damage.
Desann's Chill of the Tomb hits Will o' the wisp for 31 cold damage.
Talent Invoke Darkness is ready to use.
Desann casts Invoke Darkness.
Will o' the wisp explodes! Aduwe the ghoul is enveloped in frost.
Will o' the wisp hits Aduwe the ghoul for 153 cold damage.
Desann hits Aduwe the ghoul for 117 darkness damage.
Desann casts Phase Door.
Select a target to teleport...
Select a teleport location...
Talent Create Minions is ready to use.
Desann casts Create Minions.
Talent Invoke Darkness is ready to use.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Skeleton mage casts Manathrust.
Skeleton mage hits Something for 95 arcane damage.
Skeleton mage hits Something for 86 arcane damage.
Skeleton mage hits Something for 143 arcane damage.
Skeleton mage hits Something for 128 arcane damage.
Aduwe the ghoul speeds up.
Aduwe the ghoul uses To The Arms.
Aduwe the ghoul performs a melee critical strike against Desann!
Saving game...





























































