











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.5.0Combines 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: 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 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. 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 47 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nithra the rattlesnake at level 17 on the 46th Dusk 122nd year of Ascendancy at 19:11 / 2Killed by Adomivea the orc elite fighter at level 47 on the 79th Pyre 124th year of Ascendancy at 20:35 |
Primary Stats
| Strength | 33 (base 14) |
| Dexterity | 73 (base 60) |
| Constitution | 63 (base 48) |
| Magic | 49 (base 28) |
| Willpower | 39 (base 10) |
| Cunning | 81.6 (base 50) |
Resources
| Life | -147/1091 |
| Mana | 196/348 |
| Stamina | 156/240 |
| Healing Factor | 1.3412017167382 |
| Regeneration | 0.33530042918456 |
Speed
| Mental | +13.73025370344% |
| Attack | 0% |
| Movement | 0% |
| Spell | +13.73025370344% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 64.801681765672 |
| See Invisible | 73.801681765672 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 63 |
| Crit Chance | 15% |
| APR | 33 |
| Speed | 0.88 |
Offense: Offhand
| Damage | 95 |
| Accuracy | 63 |
| Crit Chance | 27% |
| APR | 36 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 0% |
| Speed | 0.87927351556568 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Mind | +22% |
| All | +10% |
| Lightning | +25% |
| Light | +15% |
| Temporal | +20% |
| Darkness | +50% |
| Fire | +48% |
| Nature | +40% |
Offense: Damage Penetration
| Physical | +25% |
| Darkness | +29% |
| Fire | +25% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 73.5 (100%) |
| Defense | 71 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 45 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 25%( 75%) |
| Cold | + 39%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 37%( 70%) |
| Fire | + 55%( 70%) |
| Darkness | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 59% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 379 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 854% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 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 15 for 12 turns. While Heroism is active, you will only die when reaching -616 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 Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Essence of Speed |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Shadow Combat |
| detrimental effect | Huge cut that bleeds, doing 13.65 physical damage per turn. Bleeding |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 65%. Exhaustion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 25. Mobile Defense |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | Parrying melee and ranged attacks: Has a 69% chance to deflect up to 28 damage from the next 1.9 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 43%. Scoundrel's Strategies |
| detrimental effect | The target is in a deep sleep and unable to perform most actions. Every 97 damage it takes will reduce the duration of the effect by one turn. Slumber |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 404. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 6/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | alchemist's lamp 'Murkkarma'1.0 T3 lite [Rare] Nature While equipped: Stats +5 Cun +8 Wil dps ---------- Phys.crit +4.0% Mind.crit +3% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% mind Res.pen +10% darkness Melee Ret 12 darkness ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Duvygohell (0 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +11 Fatigue +3% Resists +21% lightning +11% physical Phys.save +8 (+2 eff.) Blind- +15% ---------- misc See.Invis +9 A cap made of leather. |
| On hands | Dawnmonster (0 def, 3 armour)1.0 T5 hands armor [Rare] Master While equipped: Stats +5 Str +5 Wil +5 Con ----- def ----- Armour +3 Resists +9% acid +4% physical +6% darkness Phys.save +20 (+5 eff.) Spell.save +12 (+4 eff.) Poison- +15% Disarm- +59% ---------- misc Light +3 Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 13/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | gladiator's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Resists +16% acid +12% fire +18% cold +13% lightning Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Poluriatira the Blazepyre0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +24.00% Acc +9 (+3 eff.) Apr +17 Melee Ret 8 physical ----- def ----- Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +12% lightning Max.HP +40.00 ---------- misc Stam/turn +1.20 Telepathy Dragon Amulets can have magical properties. |
| In main hand | Stormpeal the voratun dagger (51-66.3 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 51.0 - 66.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 mind While equipped: Stats +3 Wil dps ---------- Mind.pwr +18 (+6 eff.) Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Equi/ret +0.16 Sharp, short and deadly. |
| Around waist | Halyrab the Brightdream1.0 T5 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +9.00% Dmg.mod +9% fire Res.pen +25% physical ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +15% cold +15% fire Phys.save +30 (+7 eff.) Die.at -80.00 life Max.HP +30.00 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 25 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 39.89 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | elven-silk cloak 'Torchsteel' (13 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +9% lightning +9% fire +20% darkness Res.pen +19% darkness +10% fire Melee Ret 8 lightning 16 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +13 (+3 eff.) Resists +21% darkness Phys.save +13 (+3 eff.) Spell.save +14 (+5 eff.) Stealth +12 ---------- misc Max.mana +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 189.49 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
shielding rune of the warrior (absorb 321 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 321 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet 'Salethra'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +6 Resists +5% arcane Spell.save +6 (+2 eff.) Pinning- +15% Stun/Frz- +10% Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Areba the Shademonster0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +14% darkness +9% mind Melee Ret 20 darkness ----- def ----- Resists +28% darkness Rings can have magical properties. |
conjurer's steel ring of light (+22%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
psionicist's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +8 (+3 eff.) Rings can have magical properties. |
mule's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -5% Resists +24% cold ---------- misc Max.enc +26 Rings can have magical properties. |
stralite ring of frost (+30%)0.1 T4 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +30% cold Rings can have magical properties. |
Nehek the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Mag +5 Cun +4 Con ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +22% Pinning- +43% Knockbk- +38% ---------- misc Infravis +3 Rings can have magical properties. |
Hobar the Blazereign (28.5-37.05 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 28.5 - 37.1 Lightning Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing While equipped: dps ---------- Phys.crit +6.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Melee Ret 4 lightning ---------- misc Max.mana +20.00 Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Mardarion the stralite dagger (31-40.3 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 31.0 - 40.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +12 physical While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Acc +16 (+4 eff.) ----- def ----- Defense +17 (+4 eff.) Rng.Def +6 (+1 eff.) Phys.save +9 (+2 eff.) Heal.mod +15% Disarm- +30% Sharp, short and deadly. |
reinforced leather armour of the deep (4 def, 11 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +8% Resists +13% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
Silenne (14 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Phys.crit +12.0% Crit.mult +16.00% Phys.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +14 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +8% Phys.save +20 (+5 eff.) Die.at -40.00 life HP.reg +0.60 A suit of armour made of leather. |
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. |
hardened leather belt 'Emurekira'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil +7 Con dps ---------- Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Mind.save +40 (+13 eff.) Max.HP +54.00 A belt that goes around your waist. |
Gleamvenom the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% light Melee Ret 4 light On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to blind ----- def ----- Defense +2 (+0 eff.) Resists +3% light Phys.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layyritta (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +12 Dex +2 Wil +8 Cun ----- def ----- Defense +3 (+0 eff.) ---------- misc Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerylle the Phlegmfiend (6 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +12 Str +10 Con dps ---------- Dmg.mod +15% nature +9% physical Res.pen +10% nature On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +6 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +5% Resists +12% temporal ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
drakeskin leather gloves 'Lightningwire' (0 def, 3 armour)1.0 T5 hands armor [Rare] Master While equipped: Stats +5 Str +4 Wil +3 Con dps ---------- Dmg.mod +3% lightning +3% fire Melee Ret 12 lightning ----- def ----- Armour +3 Resists +9% lightning Disarm- +22% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
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. |
10 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. |
7 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. |
10 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. |
8 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
372 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. |
54 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Phlegmpower the dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +9% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rumia the Shalore Shadowblade level 34
24th Dusk 123rd year of Ascendancy at 03:07 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rumia the Shalore Shadowblade level 28
57th Regrowth 123rd year of Ascendancy at 22:03 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rumia the Shalore Shadowblade level 26
16th Regrowth 123rd year of Ascendancy at 23:22 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Rumia the Shalore Shadowblade level 37
48th Dusk 123rd year of Ascendancy at 00:01 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rumia the Shalore Shadowblade level 38
59th Dusk 123rd year of Ascendancy at 22:34 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rumia the Shalore Shadowblade level 47
67th Pyre 124th year of Ascendancy at 20:27 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rumia the Shalore Shadowblade level 36
43rd Dusk 123rd year of Ascendancy at 21:35 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Rumia the Shalore Shadowblade level 44
19th Pyre 124th year of Ascendancy at 12:41 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rumia the Shalore Shadowblade level 28
40th Regrowth 123rd year of Ascendancy at 15:46 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Rumia the Shalore Shadowblade level 40
54th Haze 123rd year of Ascendancy at 01:16 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rumia the Shalore Shadowblade level 45
33rd Pyre 124th year of Ascendancy at 04:54 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rumia the Shalore Shadowblade level 35
39th Dusk 123rd year of Ascendancy at 03:19 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rumia the Shalore Shadowblade level 42
2nd Regrowth 124th year of Ascendancy at 09:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rumia the Shalore Shadowblade level 17
51st Dusk 122nd year of Ascendancy at 20:26 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rumia the Shalore Shadowblade level 32
3rd Flare 123rd year of Ascendancy at 21:42 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Rumia the Shalore Shadowblade level 31
58th Pyre 123rd year of Ascendancy at 19:24 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Rumia the Shalore Shadowblade level 42
5th Regrowth 124th year of Ascendancy at 01:46 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rumia the Shalore Shadowblade level 28
57th Regrowth 123rd year of Ascendancy at 21:37 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rumia the Shalore Shadowblade level 39
61st Dusk 123rd year of Ascendancy at 06:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rumia the Shalore Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 22:13 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rumia the Shalore Shadowblade level 20
45th Haze 122nd year of Ascendancy at 07:57 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Rumia the Shalore Shadowblade level 30
28th Pyre 123rd year of Ascendancy at 18:23 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Rumia the Shalore Shadowblade level 40
61st Dusk 123rd year of Ascendancy at 06:08 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rumia the Shalore Shadowblade level 43
11st Regrowth 124th year of Ascendancy at 01:14 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rumia the Shalore Shadowblade level 18
64th Dusk 122nd year of Ascendancy at 17:17 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rumia the Shalore Shadowblade level 41
4th Allure 124th year of Ascendancy at 23:42 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Rumia the Shalore Shadowblade level 23
3rd Regrowth 123rd year of Ascendancy at 02:36 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rumia the Shalore Shadowblade level 36
39th Dusk 123rd year of Ascendancy at 05:23 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rumia the Shalore Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 13:29 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rumia the Shalore Shadowblade level 28
57th Regrowth 123rd year of Ascendancy at 22:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rumia the Shalore Shadowblade level 12
9th Dusk 122nd year of Ascendancy at 17:19 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rumia the Shalore Shadowblade level 44
69th Regrowth 124th year of Ascendancy at 09:40 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rumia the Shalore Shadowblade level 27
38th Regrowth 123rd year of Ascendancy at 02:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rumia the Shalore Shadowblade level 16
46th Dusk 122nd year of Ascendancy at 11:33 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Rumia the Shalore Shadowblade level 17
46th Dusk 122nd year of Ascendancy at 19:11 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rumia the Shalore Shadowblade level 25
15th Regrowth 123rd year of Ascendancy at 08:50 see stats
Log
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Skeleton warrior uses Bone Armour.
A shield forms around skeleton warrior.
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Skeleton mage casts Manathrust.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Armoured skeleton warrior casts Rune: Lightning.
Armoured skeleton warrior uses Re-assemble.
Lisutira the orc fighter converts some damage to Psi!
Armoured skeleton warrior receives 782 healing from Re-assemble.
Armoured skeleton warrior hits Rumia for 105 lightning damage.
Armoured skeleton warrior hits Animated Sword for 154 lightning, 176 physical, 13 fire (342 total damage).
Armoured skeleton warrior hits Glyyarin the orc fighter for 171 lightning damage.
Skeleton mage hits Rumia for 128 arcane damage.
Skeleton mage hits Lisutira the orc fighter for 58 to psi, 47 arcane (105 total damage).
Skeleton mage hits Glyyarin the orc fighter for 171 arcane damage.
Glyyarin the orc fighter casts Chill of the Tomb.
Glyyarin the orc fighter's spell attains critical power!
Orc fighter uses Orcish Fury.
Orc fighter enters a state of bloodlust.
Orc fighter roars triumphantly.
Orc fighter hits Animated Sword for 131 physical damage.
Adomivea the orc elite fighter uses Coup de Grace.
Adomivea the orc elite fighter roars triumphantly.
Saving game...





























































































































