












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.6.7Official 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 1.6.6This 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 Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.6.7Official 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 1.6.5Quality 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 1.6.7Official 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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 11 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 17th Profit 122nd year of Ascendancy at 19:02 1 / 4Killed by Bill the Stone Troll at level 11 on the 17th Profit 122nd year of Ascendancy at 21:33 Killed by Bill the Stone Troll at level 11 on the 17th Profit 122nd year of Ascendancy at 22:45 Killed by erkunder at level 11 on the 17th Profit 122nd year of Ascendancy at 22:50 |
Primary Stats
| Strength | 36 (base 29) |
| Dexterity | 17 (base 19) |
| Constitution | 33 (base 24) |
| Magic | 13 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 516/516 |
| Stamina | 138/138 |
| Healing Factor | 1.3799507389163 |
| Regeneration | 8.088300879336 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 24 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +6% |
| Nature | +5% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Fire | +5% |
| Mind | +5% |
| Physical | +5% |
| Cold | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 20.317011280365 (73.452380952381%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 24 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 11 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Acid | + 7%( 70%) |
| Nature | + 20%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 10%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 118 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| 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 |
Quests
You failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Xeda the wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Nimbushunger the pair of iron boots (0 def, 4 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +3% fire Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +2% Resists +3% darkness ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gilenne the Sleetsnake2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 17% ----- def ----- Resists +3% darkness +6% cold Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gunydunadukhad the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +3% temporal Phys.save +11 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+3 eff.) A cap made of leather. |
| Tool | Samedeneg the Unlightnigh (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Mag dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature +3% darkness ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | Hellspanic (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% fire Res.pen +5% fire +5% cold Melee Ret 4 fire 6 cold ----- def ----- Armour +1 Fatigue +1% 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. |
| Around waist | rough leather belt 'Moldwrither'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Resists +3% nature +6% temporal HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In main hand | iron longsword 'Blazemortal' (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +3% light Res.pen +25% light Sharp, long, and deadly. |
| Main armor | iron mail armour 'Blastjam' (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% physical On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% lightning Max.HP +20.00 A suit of armour made of mail. |
| In off hand | Veloriawen the Healward (0 def, 2 armour, 9-10.8 power, 16 block)7.0 T1 shield armor [Rare] Psionic When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +16 On Hit: * 10% chance to slow global speed by 37% While equipped: dps ---------- Res.pen +25% nature ----- def ----- Armour +2 Fatigue +8% Resists +3% acid +12% mind +3% nature ---------- misc See.Invis +9 Talents +1 Block Handheld deflection devices. |
| Cloak | Gorydir the Dawnreign (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +6 Con dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 10.00% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | 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... |
Inventory
balanced iron longsword of paradox (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +5% temporal Disarm- +22% Sharp, long, and deadly. |
iron longsword (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron waraxe of amnesia (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) One-handed war axes. |
Armurig the iron shield (0 def, 2 armour, 8-9.6 power, 19.5 block)7.0 T1 shield armor [Rare] Arcane When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 Melee+ +11 light +11 darkness While equipped: Stats +1 Dex +1 Mag +2 Cun dps ---------- Dmg.mod +11% light +11% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +8% Resists +11% light +11% darkness ---------- misc Equi/ret +0.04 See.Invis +15 Talents +1 Block Handheld deflection devices. |
flaming iron shield of fire resistance (+16%) (0 def, 2 armour, 10.5-12.6 power, 22.5 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +22 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 2 fire ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 9-10.8 power, 19.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
cleansing iron plate armour of lightning resistance (0 def, 7 armour)17.0 T1 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% blight +10% nature +15% lightning A suit of armour made of metal plates. |
Voralrath the Tidewasp (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold +9% darkness +3% light ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +11 (+5 eff.) ----- def ----- Armour +1 Resists +5% nature 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. |
Grinirahir the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+7 eff.) Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Light +1 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
4 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
183 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. |
Obsidianreaper2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% darkness Melee Ret 2 mind ----- def ----- Max.HP +42.00 ---------- misc Light +3 See.Invis +3 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By erkunder the Dwarf Bulwark level 10
16th Profit 122nd year of Ascendancy at 10:54 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By erkunder the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 16:02 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By erkunder the Dwarf Bulwark level 11
17th Profit 122nd year of Ascendancy at 22:50 see stats
Log
Cyrayarin the green worm mass's morale has been lowered.
erkunder misses Bill the Stone Troll.
Talent Shield Slam is ready to use.
erkunder performs a melee critical strike against Bill the Stone Troll!
Bill the Stone Troll shrugs off erkunder's 'Cripple'!
Bill the Stone Troll hits erkunder for 111 physical damage.
Melee retaliation hits Bill the Stone Troll for 6 lightning, 5 cold, 4 fire (14 total damage).
erkunder hits Bill the Stone Troll for 57 physical, 3 light, 0 arcane, 4 mind (65 total damage).
Cyrayarin the green worm mass shoves Something aside.
erkunder hits Bill the Stone Troll for 51 physical, 3 light, 0 arcane, 4 mind (59 total damage).
Bill the Stone Troll uses Knockback.
Melee retaliation hits Bill the Stone Troll for 6 lightning, 5 cold, 4 fire (14 total damage).
Bill the Stone Troll hits erkunder for 177 physical damage.
erkunder the level 11 dwarf bulwark was cleaved to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.
You have 1 life(s) left.
Erkunder has regained its confidence.
Erkunder deactivates Shield Wall.
Erkunder deactivates Daunting Presence.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bill the Stone Troll killed erkunder!
Saving game...
Saving done.
Talent Shield Pummel is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!

































































