








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! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Always center your character 1.4.4Always center your character Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. 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 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 35 / 48% |
| Size | huge |
| Lifes / Deaths | Killed by elven cultist at level 12 on the 64th Dusk 122nd year of Ascendancy at 10:19 0 / 8Killed by elven cultist at level 12 on the 64th Dusk 122nd year of Ascendancy at 10:38 Killed by elven blood mage at level 24 on the 67th Regrowth 123rd year of Ascendancy at 15:54 Killed by orc cryomancer at level 34 on the 78th Haze 123rd year of Ascendancy at 17:43 Killed by armoured skeleton warrior at level 34 on the 19th Regrowth 124th year of Ascendancy at 05:27 Killed by orc high pyromancer at level 35 on the 27th Regrowth 124th year of Ascendancy at 16:33 Killed by armoured skeleton warrior at level 35 on the 60th Regrowth 124th year of Ascendancy at 17:01 Killed by Ukllmswwik the Wise at level 35 on the 71st Regrowth 124th year of Ascendancy at 14:57 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 17 (base 10) |
| Constitution | 26 (base 12) |
| Magic | 69 (base 60) |
| Willpower | 17 (base 10) |
| Cunning | 48 (base 25) |
Resources
| Life | -1/1132 |
| Stamina | 232/232 |
| Vim | 72/151 |
| Healing Factor | 1.2824489795919 |
| Regeneration | 150.77752653062 |
Speed
| Mental | +22% |
| Attack | +12% |
| Movement | -16% |
| Spell | +12% |
| Global | +112.08934837382% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 34.412867251835 |
| See Invisible | 34.412867251835 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 41 |
| Crit Chance | 31% |
| APR | 22 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 22% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 0.89285714285714 |
Offense: Damage Bonus
| Lightning | +29% |
| Physical | +31% |
| Temporal | +25% |
| Fire | 0% |
| Arcane | +19% |
| Cold | +20% |
| All | +10% |
Offense: Damage Penetration
| Blight | +26% |
| Lightning | +22% |
| Physical | +22% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 50.812421605777 (81.030927835052%) |
| Defense | 18 |
| Ranged Defense | 21 |
| Fatigue | 16 |
| Physical Save | 43 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 1%( 70%) |
| Blight | -2%( 70%) |
| Cold | + 23%( 70%) |
| All | -8%( 70%) |
| Darkness | + 19%( 70%) |
| Light | -5%( 70%) |
| Temporal | + 8%( 70%) |
| Lightning | + 8%( 75%) |
| Fire | + 41%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 68% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| 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 292 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 726% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| beneficial effect | The target assumes the form of a powerful demon. Destroyer |
| beneficial effect | A flow of life spins around the target, regenerating 117.32 life per turn. Regeneration |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | The target suffers 35% spell failue. Spell Feedback |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by I die too often. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by I die too often. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 ice 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 |
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 Shax 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. | 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 |
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 has completed an elixir of the fox 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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! | 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 | Bethalaith the Demongrit (4 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +1 Con dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +9% arcane On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +4 (+3 eff.) Rng.Def +5 (+3 eff.) Fatigue +3% Resists +3% darkness Phys.save +12 (+4 eff.) Mind.save +13 (+4 eff.) A pair of boots made of leather. |
| Light source | piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +6% all Apr +5 ----- def ----- Max.HP +42.00 ---------- misc Light +4 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 | leafwalker's dwarven-steel helm of precognition (7 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego++] Nature While equipped: Stats +5 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +4% Resists +7% nature Spell.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +15% temporal +10% all ----- def ----- Resists +15% temporal -12% all Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Stormbreeze0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Dex +2 Mag +5 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% lightning Acc +5 (+1 eff.) Melee Ret 4 blight ----- def ----- Resists +6% blight Spell.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Demonknight (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Master/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 blight On Hit: * 24% chance to daze at end of turn * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown While equipped: Stats +5 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +14% physical Res.pen +16% lightning +16% physical +20% blight Apr +13 Melee Ret 4 arcane Massive two-handed swords. This item has been sent to the Item's Vault. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 60.31 to 180.92 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | enlightening steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +11 Defense +4 (+3 eff.) Fatigue +22% Resists +8% acid +7% cold Mind.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | resilient linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Max.HP +75.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Beyrig the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Fatigue -4% Resists +27% fire +3% light +22% cold Phys.save +23 (+8 eff.) Spell.save +23 (+8 eff.) Mind.save +16 (+5 eff.) Amulets can have magical properties. |
Inventory
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. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+5 eff.) Resists -10% cold +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
searing steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 8 acid 8 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +11% acid +13% fire Max.HP +48.00 HP.reg +1.20 Heal.mod +10% A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Str 44 Heavy Armour Training 3 [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+11 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+14 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By I die too often the Cornac Doombringer level 31
25th Haze 123rd year of Ascendancy at 06:23 see stats
Against all odds
Killed Ukruk in the ambush.By I die too often the Cornac Doombringer level 30
55th Pyre 123rd year of Ascendancy at 23:21 see stats
Arachnophobia
Destroyed the spydric menace.By I die too often the Cornac Doombringer level 35
25th Regrowth 124th year of Ascendancy at 11:45 see stats
Brave new world
Went to the Far East and took part in the war.By I die too often the Cornac Doombringer level 34
21st Regrowth 124th year of Ascendancy at 16:55 see stats
Bringer of Doom
Killed a Bringer of Doom.By I die too often the Cornac Doombringer level 32
35th Haze 123rd year of Ascendancy at 23:39 see stats
Destroyer's bane
Killed Golbug the Destroyer.By I die too often the Cornac Doombringer level 33
37th Haze 123rd year of Ascendancy at 10:02 see stats
Exterminator
Killed 1000 creatures.By I die too often the Cornac Doombringer level 17
72nd Haze 122nd year of Ascendancy at 21:44 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By I die too often the Cornac Doombringer level 31
14th Dusk 123rd year of Ascendancy at 17:06 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By I die too often the Cornac Doombringer level 5
77th Pyre 122nd year of Ascendancy at 20:44 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By I die too often the Cornac Doombringer level 28
37th Pyre 123rd year of Ascendancy at 00:40 see stats
Level 10
Got a character to level 10.By I die too often the Cornac Doombringer level 10
38th Dusk 122nd year of Ascendancy at 02:19 see stats
Level 20
Got a character to level 20.By I die too often the Cornac Doombringer level 20
19th Regrowth 123rd year of Ascendancy at 01:43 see stats
Level 30
Got a character to level 30.By I die too often the Cornac Doombringer level 30
55th Pyre 123rd year of Ascendancy at 04:09 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By I die too often the Cornac Doombringer level 22
24th Regrowth 123rd year of Ascendancy at 07:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By I die too often the Cornac Doombringer level 9
10th Flare 122nd year of Ascendancy at 17:39 see stats
Size matters
Did over 600 damage in one attack.By I die too often the Cornac Doombringer level 26
22nd Pyre 123rd year of Ascendancy at 17:33 see stats
Sliders
Activated a portal using the Orb of Many Ways.By I die too often the Cornac Doombringer level 33
37th Haze 123rd year of Ascendancy at 17:28 see stats
That was close
Killed your target while having only 1 life left.By I die too often the Cornac Doombringer level 34
19th Regrowth 124th year of Ascendancy at 05:25 see stats
The Arena
Unlocked Arena mode.By I die too often the Cornac Doombringer level 11
45th Dusk 122nd year of Ascendancy at 06:07 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By I die too often the Cornac Doombringer level 15
68th Haze 122nd year of Ascendancy at 08:52 see stats
The secret city
Discovered the truth about mages.By I die too often the Cornac Doombringer level 30
12nd Dusk 123rd year of Ascendancy at 20:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By I die too often the Cornac Doombringer level 26
22nd Pyre 123rd year of Ascendancy at 04:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By I die too often the Cornac Doombringer level 17
73rd Haze 122nd year of Ascendancy at 11:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By I die too often the Cornac Doombringer level 29
54th Pyre 123rd year of Ascendancy at 23:09 see stats
Log
I die too often's Surge of Power has been disrupted by anti-magic forces!
Ukllmswwik the Wise's is no longer blazing.
I die too often receives 2 healing from Devouring flames from I die too often.
Burning from I die too often hits Giant eel for 38 fire damage.
I die too often leeches life from Ukllmswwik the Wise!
Ukllmswwik the Wise hits I die too often for 87 physical, 10 nature, 7 cold, 3 healing (105 total damage) [3 healing].
I die too often hits Ukllmswwik the Wise for 21 blight, 8 fire, 3 arcane (32 total damage).
I die too often receives 31 healing.
I die too often's Rune: Shielding has been disrupted by anti-magic forces!
Ukllmswwik the Wise uses Infusion: Healing.
I die too often leeches life from Ukllmswwik the Wise!
Ukllmswwik the Wise hits I die too often for 67 physical, 10 nature, 7 cold, 8 healing, 1 healing (84 total damage) [9 healing].
Ukllmswwik the Wise receives 154 healing from Infusion: Healing.
I die too often hits Ukllmswwik the Wise for 21 blight, 8 fire, 3 arcane (32 total damage).
Ukllmswwik the Wise is less impervious to physical effects.
Electric eel casts Lightning.
Squid hits I die too often for 6 physical damage.
I die too often hits Squid for 30 blight, 23 fire, 5 arcane (58 total damage).
Burning from I die too often hits Giant eel for 38 fire damage.
Electric eel hits I die too often for 96 lightning damage.
Electric eel hits Squid for 130 lightning damage.
Talent Incinerating Blows is ready to use.
I die too often receives 31 healing.
I die too often uses Infusion: Regeneration.
I die too often starts regenerating health quickly.
Ukllmswwik the Wise performs a melee critical strike against I die too often!
Saving game...















































































