










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Feling Race 1.4.0Adds the Feling subrace to halflings. Born of magical bloodlines, they take on the shape and nature of cats. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel 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:
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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 23 / 56% |
| Size | huge |
| Lifes / Deaths | Killed by Belema the Guardian at level 14 on the 70th Dusk 122nd year of Ascendancy at 23:42 0 / 6Killed by Glewyn the forest wight at level 17 on the 16th Haze 122nd year of Ascendancy at 18:01 Killed by netherworm mass at level 19 on the 47th Haze 122nd year of Ascendancy at 07:41 Killed by Ivegakira the oozing horror at level 20 on the 47th Haze 122nd year of Ascendancy at 19:07 Killed by Silaldanne the half formed drem at level 22 on the 65th Haze 122nd year of Ascendancy at 06:08 Killed by ultimate telugoroth at level 23 on the 3rd Decay 122nd year of Ascendancy at 21:07 |
Primary Stats
| Strength | 67 (base 40) |
| Dexterity | 10 (base 10) |
| Constitution | 32 (base 18) |
| Magic | 65 (base 53) |
| Willpower | 25 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -47/740 |
| Insanity | 99/100 |
| Healing Factor | 1.6133663366336 |
| Regeneration | 1.532698019802 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -79.635377463227% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 24 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 41 |
| Crit Chance | 2% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +37% |
| Temporal | +29% |
| Blight | +30% |
| Physical | +40% |
| Darkness | +38% |
| All | +21% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 9 |
| Ranged Defense | 20 |
| Fatigue | 20 |
| Physical Save | 37 |
| Spell Save | 53 |
| Mental Save | 36 |
Defense: Resistances
| Nature | + 46%( 70%) |
| Lightning | + 61%( 70%) |
| Darkness | + 38%( 70%) |
| Temporal | + 31%( 70%) |
| Blight | + 46%( 70%) |
| Physical | + 39%( 70%) |
| Cold | + 46%( 70%) |
| All | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Teleport Resistance | 0% |
| Confusion Resistance | 10% |
| Disarm Resistance | 100% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 or magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 397 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 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 17 for 9 turns. While Heroism is active, you will only die when reaching -566 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. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | 7 stacks, +21% to all damage dealt. Chaos Orbs |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 sandworm tooth. * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 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 within3 lumberjacks have died. | done |
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 | Greensweeper the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of clarity1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Heal.mod +15% ---------- misc Light +3 See.Stealth +13 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +25% ---------- misc Infravis +4 See.Stealth +11 See.Invis +7 Rings can have magical properties. |
| On fingers | gladiator's gold ring of lightning (+32%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +16% lightning ----- def ----- Resists +32% lightning Disease- +15% Rings can have magical properties. It was changed by the digestive sack. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Mardedan the dwarven-steel greatmaul (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 41.5 - 62.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str +5 Mag +5 Wil dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +9% physical Acc +10 (+3 eff.) ----- def ----- Spell.save +30 (+9 eff.) Massive two-handed mauls. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +2 Mag +2 Wil +1 Con ----- def ----- Defense +2 (+2 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bareruikath the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Apr +3 Melee Ret 16 physical ----- def ----- Armour +6 Defense +3 (+3 eff.) Rng.Def +3 (+1 eff.) Resists +11% lightning Phys.save +3 (+1 eff.) Stun/Frz- +20% Amulets can have magical properties. |
Inventory
marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings can have magical properties. |
solipsist's gold ring of frost (+20%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
yew starstaff 'Issundil' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +3% Crit.mult +36.00% Spell.pwr +15 (+4 eff.) Melee+ 23 fire Dmg.mod +20% darkness +6% mind Res.pen +15% temporal Melee Ret 8 mind ---------- misc Mana/turn +0.25 Max.mana +72.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dusktrail (2 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +6% darkness +15% arcane Melee Ret 12 darkness ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +9% darkness +5% arcane Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.59 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
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. |
3 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. |
2 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. |
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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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. |
2 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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mateth the Ogre Writhing One level 8
8th Dusk 122nd year of Ascendancy at 17:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Mateth the Ogre Writhing One level 18
37th Haze 122nd year of Ascendancy at 12:20 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mateth the Ogre Writhing One level 20
57th Haze 122nd year of Ascendancy at 17:21 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mateth the Ogre Writhing One level 20
48th Haze 122nd year of Ascendancy at 12:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mateth the Ogre Writhing One level 10
39th Dusk 122nd year of Ascendancy at 23:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Mateth the Ogre Writhing One level 20
47th Haze 122nd year of Ascendancy at 09:03 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mateth the Ogre Writhing One level 12
49th Dusk 122nd year of Ascendancy at 19:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mateth the Ogre Writhing One level 7
7th Flare 122nd year of Ascendancy at 15:07 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mateth the Ogre Writhing One level 4
78th Pyre 122nd year of Ascendancy at 08:08 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Mateth the Ogre Writhing One level 18
43rd Haze 122nd year of Ascendancy at 03:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Mateth the Ogre Writhing One level 14
76th Dusk 122nd year of Ascendancy at 09:54 see stats
Log
Ultimate telugoroth hits worm that walks (servant of Mateth) for 3 healing, 10 temporal, 3 healing, 10 temporal (20 total damage) [5 healing].
worm that walks (servant of Mateth) receives 9 healing from Carrion worm mass's wormblight area effect.
Ultimate telugoroth casts Turn Back the Clock.
Worm that walks (servant of Mateth) uses Infusion: Sun.
Ultimate telugoroth resists the blinding light!
Ultimate telugoroth has been illuminated.
Talent Infusion: Healing is ready to use.
Worm that walks (servant of Mateth) shrugs off the effect 'Regression'!
Your hatred grows even as your life fades! (+4 hate)
Ultimate telugoroth's Turn Back the Clock hits worm that walks (servant of Mateth) for 71 temporal damage.
worm that walks (servant of Mateth) receives 9 healing from Carrion worm mass's wormblight area effect.
Worm that walks (servant of Mateth) casts Rend.
Worm that walks (servant of Mateth) no longer seems to be in sync with his ally.
Talent Virulent Disease is ready to use.
worm that walks (servant of Mateth) receives 9 healing from Carrion worm mass's wormblight area effect.
Ultimate telugoroth speeds up.
worm that walks (servant of Mateth) receives 9 healing from Carrion worm mass's wormblight area effect.
Ultimate telugoroth is no longer illuminated.
Ultimate telugoroth casts Turn Back the Clock.
Worm that walks (servant of Mateth) has regressed.
Your hatred grows even as your life fades! (+7 hate)
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 17.
Ultimate telugoroth's Turn Back the Clock hits worm that walks (servant of Mateth) for 79 temporal damage.
Ultimate telugoroth casts Rethread.
Your hatred grows even as your life fades! (+11 hate)
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 26.
Character control switched to Mateth.
Saving game...









































































