Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Hulk! 1.4.4 Items Vault 1.3.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Faerie Race 1.2.3This 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 1.4.0Official 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:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Blood Mage |
| Level / Exp | 24 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Gliwen the bandit lord at level 8 on the 20th Dusk 122nd year of Ascendancy at 05:41 0 / 6Killed by bandit at level 8 on the 20th Dusk 122nd year of Ascendancy at 06:49 Killed by Urkis, the High Tempest at level 18 on the 48th Haze 122nd year of Ascendancy at 17:58 Killed by Urkis, the High Tempest at level 18 on the 48th Haze 122nd year of Ascendancy at 18:46 Killed by war hound at level 19 on the 51st Haze 122nd year of Ascendancy at 00:24 Killed by Eilinyta the bloated horror at level 24 on the 10th Allure 123rd year of Ascendancy at 06:19 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 16 (base 10) |
| Constitution | 69.482048821305 (base 46) |
| Magic | 57 (base 54) |
| Willpower | 13 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 884/884 |
| Mana | 290/290 |
| Vim | 2/16 |
| Healing Factor | 1.5779069767442 |
| Regeneration | 1.8145930232558 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 19 |
| Crit Chance | 5% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 25.803695892971 (52.903225806452%) |
| Defense | 21 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 10 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Bleed Resistance | 67% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Pyre | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Trauma | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Blood magic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Blood spear | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 0.80 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Bone Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by bebel. Escort: lone alchemist (level 3 of Trollmire) | failed |
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 warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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: 37. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * You've found the needed orc heart. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Mayywe (3 def, 1 armour) Mayywe (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes stats: +2 Dex Life regen: +0.40 Maximum life: +10.00 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dragonslayer's rough leather cap of might (0 def, 1 armour) dragonslayer's rough leather cap of might (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +5% cold A cap made of leather. |
| Tool | supercharged iron torque of kinetic psionic shield [power 35] (27 cooldown) supercharged iron torque of kinetic psionic shield [power 35] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yvylle the gold ring Yvylle the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +8 (+4 eff.) Changes stats: +6 Con Physical save: +10 (+5 eff.) Healing mod.: +5% Rings can have magical properties. |
| On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +11 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | shimmering ash starstaff of might (15-18 power, 3 apr, physical element) shimmering ash starstaff of might (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +37.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | stargazer's woollen robe of power (5 def, 0 armour) stargazer's woollen robe of power (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Cun Changes damage: +7% darkness / +8% light / +5% all Spellpower: +15 (+5 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | wyrmwaxed linen cloak (1 def, 0 armour) wyrmwaxed linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% acid / +6% fire / +5% lightning / +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 304 for 5 turns) shielding rune of the titan (absorb 304 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 304 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
radiant cured leather armour of the deep (2 def, 6 armour) radiant cured leather armour of the deep (2 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +11% blight / +5% cold / +12% darkness / +7% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By bebel the Cornac Blood Mage level 13
9th Haze 122nd year of Ascendancy at 11:05 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By bebel the Cornac Blood Mage level 18
48th Haze 122nd year of Ascendancy at 13:58 see stats
Exterminator
Killed 1000 creatures.By bebel the Cornac Blood Mage level 20
65th Haze 122nd year of Ascendancy at 14:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By bebel the Cornac Blood Mage level 18
48th Haze 122nd year of Ascendancy at 19:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By bebel the Cornac Blood Mage level 24
10th Allure 123rd year of Ascendancy at 01:04 see stats
Level 10
Got a character to level 10.By bebel the Cornac Blood Mage level 10
54th Dusk 122nd year of Ascendancy at 08:12 see stats
Level 20
Got a character to level 20.By bebel the Cornac Blood Mage level 20
64th Haze 122nd year of Ascendancy at 07:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By bebel the Cornac Blood Mage level 8
20th Dusk 122nd year of Ascendancy at 09:18 see stats
The Arena
Unlocked Arena mode.By bebel the Cornac Blood Mage level 7
78th Pyre 122nd year of Ascendancy at 20:28 see stats
The secret city
Discovered the truth about mages.By bebel the Cornac Blood Mage level 15
29th Haze 122nd year of Ascendancy at 18:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By bebel the Cornac Blood Mage level 20
66th Haze 122nd year of Ascendancy at 12:03 see stats
Log
Rested for 44 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
You gain 3.66 gold from the transmogrification of iron gauntlets of the juggernaut (0 def, 1 armour).
You gain 2.05 gold from the transmogrification of blood-soaked pair of hardened leather boots (0 def, 3 armour).
You gain 1.22 gold from the transmogrification of shimmering woollen robe (5 def, 0 armour).
You gain 1.55 gold from the transmogrification of mindwoven cashmere robe of blight (+12%) (7 def, 0 armour).
You gain 3.05 gold from the transmogrification of ash vilestaff of illumination (15-18 power, 3 apr, blight element).
You gain 3.32 gold from the transmogrification of mage-hunter's cured leather sling of power.
You gain 2.74 gold from the transmogrification of charmed steel ritual blade of crippling (10-13 power, 6 apr).
You gain 9.61 gold from the transmogrification of Issikaltholakor the ash longbow.
You gain 5.18 gold from the transmogrification of thought-forged steel greatsword of vileness (25-40 power, 2 apr).
You gain 2.66 gold from the transmogrification of acidic steel greatsword of erosion (23-36.8 power, 2 apr).
You gain 1.08 gold from the transmogrification of healing infusion of the sneak (heal 67).
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...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 1st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Saving done.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Bebel deactivates Chant of Fortress.
Bebel deactivates Bone Shield.
