










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! 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.
Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Writhing One |
Level / Exp | 18 / 82% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 76 (base 44) |
Dexterity | 62 (base 44) |
Constitution | 64 (base 44) |
Magic | 57 (base 44) |
Willpower | 54 (base 44) |
Cunning | 57 (base 44) |
Resources
Mana | 677/677 |
Equilibrium | 20 |
Life | 3675/3675 |
Stamina | 486/486 |
Insanity | 0/100 |
Healing Factor | 1.3461538461538 |
Regeneration | 52.5 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +134.54510541169% |
Spell | +200% |
Global | +285% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 80.395706305701 |
See Invisible | 88.395706305701 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 108 |
Accuracy | 70 |
Crit Chance | 33% |
APR | 60 |
Speed | 0.33 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 33% |
Speed | 0.33333333333333 |
Cooldown Reduction | 33.15 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 35% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +38% |
Blight | +52% |
Arcane | +43% |
Cold | +34% |
All | 0% |
Mind | +34% |
Lightning | +40% |
Light | +60% |
Temporal | +52% |
Physical | +29% |
Darkness | +52% |
Fire | +60% |
Nature | +34% |
Offense: Damage Penetration
Acid | +34% |
Blight | +49% |
Arcane | +34% |
Cold | +34% |
Lightning | +34% |
Darkness | +34% |
Light | +34% |
Temporal | +59% |
Physical | +34% |
Mind | +44% |
Fire | +34% |
Nature | +34% |
Defense: Base
Armour (hardiness) | 44.411058514985 (100%) |
Defense | 54 |
Ranged Defense | 57 |
Fatigue | 12 |
Physical Save | 114 |
Spell Save | 100 |
Mental Save | 100 |
Defense: Resistances
Acid | + 78%(100%) |
Blight | + 68%(100%) |
Arcane | + 66%(100%) |
Cold | + 71%(100%) |
All | + 49%(100%) |
Mind | + 66%(100%) |
Lightning | + 70%(100%) |
Light | + 66%(100%) |
Temporal | + 89%(100%) |
Physical | + 83%(100%) |
Darkness | + 74%(100%) |
Fire | + 74%(100%) |
Nature | + 68%(100%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Knockback Resistance | 20% |
Stun Resistance | 76% |
Poison Resistance | 10% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Tentacles | 27.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Slow death | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 5.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Air | 36.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Chaos Orbs |
talent | Exploit Weakness |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity 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. | 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 3. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. | 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 within | active |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +11 (+4 eff.) Fatigue: +1% Changes stats: +2 Dex Mental crit. chance: +2% A pair of boots made of leather. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% darkness / +3% temporal Physical save: +9 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +5% Light radius: +5 Infravision radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +1 Mag / +3 Con Changes resistances penetration: +5% temporal Changes damage: +3% temporal Grants telepathy: Dragon See invisible: +9 A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 12 lightning Changes stats: +5 Str Changes resistances penetration: +15% blight Changes damage: +9% arcane Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +10 See invisible: +9 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +8 (+2 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +8% lightning / +5% temporal / +6% fire / +3% blight Changes resistances penetration: +10% mind Stun/Freeze immunity: +15% Teleport immunity: +20% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +13 fire When wielded/worn: Changes resistances: +18% acid / +12% temporal Changes resistances penetration: +15% temporal Changes damage: +15% temporal Blunt and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Dex Changes resistances: +5% acid Changes damage: +4% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +10 Str / +4 Con Changes resistances: +12% temporal / +7% physical / +13% darkness / +3% nature Changes resistances penetration: +5% temporal Physical save: +6 (+1 eff.) Maximum life: +42.00 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 34 power out of 60/60) : Effective talent level: 1.2 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 153.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Lck Changes resistances: +13% temporal / +10% cold / +10% fire Changes damage: +6% lightning Pinning immunity: +20% Knockback immunity: +20% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
By Asevir the Superhuman Writhing One level 15
56th Dusk 122nd year of Ascendancy at 01:23 see stats
By Asevir the Superhuman Writhing One level 12
55th Dusk 122nd year of Ascendancy at 16:34 see stats
By Asevir the Superhuman Writhing One level 15
56th Dusk 122nd year of Ascendancy at 01:19 see stats
By Asevir the Superhuman Writhing One level 10
55th Dusk 122nd year of Ascendancy at 09:08 see stats
By Asevir the Superhuman Writhing One level 18
3rd Haze 122nd year of Ascendancy at 22:33 see stats
By Asevir the Superhuman Writhing One level 6
79th Pyre 122nd year of Ascendancy at 02:04 see stats
By Asevir the Superhuman Writhing One level 9
55th Dusk 122nd year of Ascendancy at 08:36 see stats
By Asevir the Superhuman Writhing One level 7
22nd Dusk 122nd year of Ascendancy at 01:12 see stats
By Asevir the Superhuman Writhing One level 15
56th Dusk 122nd year of Ascendancy at 01:23 see stats
By Asevir the Superhuman Writhing One level 6
76th Pyre 122nd year of Ascendancy at 06:19 see stats
By Asevir the Superhuman Writhing One level 15
56th Dusk 122nd year of Ascendancy at 01:23 see stats
By Asevir the Superhuman Writhing One level 14
55th Dusk 122nd year of Ascendancy at 23:56 see stats
By Asevir the Superhuman Writhing One level 7
50th Dusk 122nd year of Ascendancy at 23:26 see stats
By Asevir the Superhuman Writhing One level 5
74th Pyre 122nd year of Ascendancy at 18:40 see stats
By Asevir the Superhuman Writhing One level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Asevir the Superhuman Writhing One level 18
3rd Haze 122nd year of Ascendancy at 21:34 see stats
Log
There is a teleportation circle to the surface here (press '' or right click to use).
You cannot go into the wilds with the following effects: Wet
Talent Tendrils Eruption is ready to use.
You gain 14.71 gold from the transmogrification of Alimnir the dwarven-steel shield (11 def, 17 armour, 121.5 block).
You gain 1.66 gold from the transmogrification of spiked steel mail armour (2 def, 6 armour).
You gain 1.26 gold from the transmogrification of polar hardened leather gloves (0 def, 2 armour).
You gain 3.05 gold from the transmogrification of insulating pair of iron boots of tirelessness (0 def, 3 armour).
You gain 0.75 gold from the transmogrification of steel steamsaw of massacre (19.5-29.25 power, 8 apr).
You gain 3.85 gold from the transmogrification of icy stralite steamsaw of erosion (30.5-45.75 power, 19 apr).
You gain 1.09 gold from the transmogrification of manasurge rune of the warrior (939% regen over 10 turns; 47 instant mana).
You gain 2.75 gold from the transmogrification of insidious poison infusion of the psychic (63 nature damage, 29% healing reduction).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:23.
Today is the 6th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:51.
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:20.
Ran for 4 turns (stop reason: hostile spotted to the northeast (adventurers party)).
Saving done.
You don't see how to get there...
Asevir deactivates Exploit Weakness.
Asevir deactivates Elemental Harmony.
Asevir deactivates Chaos Orbs.
Asevir deactivates Chant of Fortress.