










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Better Item Description 1.5.10This 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 Select your Escorts 1.5.10Allows 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!Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 17 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 05:58 0 / 6Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 07:45 Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 09:23 Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 10:26 Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 11:21 Killed by Adalraba the assassin at level 17 on the 10th Decay 122nd year of Ascendancy at 13:23 |
Primary Stats
| Strength | 51 (base 44) |
| Dexterity | 49 (base 34) |
| Constitution | 19 (base 12) |
| Magic | 12 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 0/715 |
| Stamina | 19/118 |
| Healing Factor | 1.3314285714286 |
| Regeneration | 7.8122196886919 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 43 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +20% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 53.554423667375 (81.030927835052%) |
| Defense | 35 |
| Ranged Defense | 36 |
| Fatigue | 43 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 52%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 18%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Silence Resistance | 32% |
| Teleport Resistance | 25% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 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 8 for 7 turns. While Heroism is active, you will only die when reaching -273 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 216 damage for 3 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 grave | active |
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 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 Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Belatta the white worm mass. Escort: lost warrior (level 3 of Scintillating Caves) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' | 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 within5 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Adusebeth2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% acid +6% cold +9% light +6% fire Max.HP +43.00 ---------- misc Light +2 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 | dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gunahor (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +9% cold +6% temporal Mind.save +9 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gema the elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +6.00% ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) HP.reg +1.00 Heal.mod +15% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Koragakhad0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Resists +20% blight +9% temporal +3% darkness +9% light Rings can have magical properties. |
| On fingers | copper ring 'Zubata'0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +6% light Silence- +32% Stun/Frz- +10% Teleport- +25% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
| Around neck | steel amulet 'Balusahad'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +6 Lck +2 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% darkness +5% physical Unseen.red 13% ---------- misc Stam/turn +0.20 Psi/ret +0.08 Amulets can have magical properties. |
| In main hand | flaming dwarven-steel greatmaul of massacre (54-81 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed mauls. |
| Around waist | Voreldarin the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +9% mind Melee Ret 8 mind ----- def ----- Max.HP +31.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Xerylemina the Shinerigor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% light +25% acid Melee Ret 8 acid ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of Eyal (3 def, 7 armour)17.0 T1 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Max.HP +47.00 HP.reg +1.20 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
thorny mindstar 'Aledulen' (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature This natural frost should be returned to the wyrm. Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 blight On Hit.r1 +16 temporal While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% cold Res.pen +15% temporal +10% arcane +7% cold Melee Ret 8 ice ----- def ----- Armour +5 Resists +8% cold ---------- misc Vim/s.crit +3.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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. |
Spiderdream (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Res.pen +25% temporal ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +12% temporal Spell.save +7 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Beliba' (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Spell.crit +6% Spell.pwr +3 (+3 eff.) Phasing +40% ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal Spell.save +20 (+10 eff.) ---------- misc Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindworm the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +6% light +5% arcane +9% nature ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
coruscating dwarven-steel shield of radiance (8 def, 2 armour, 32-38.4 power, 83 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +83 Melee+ +12 light +12 fire While equipped: Stats +3 Str +3 Mag +5 Con dps ---------- Melee Ret 10 fire On Melee Ret: * 13% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +11% light +10% fire ---------- misc Talents +3 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 12-14.4 power, 41.5 block)7.0 T2 shield armor [Normal] When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
6 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. |
320 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
9 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. |
4 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. |
4 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SlamSANE the Ogre Bulwark level 11
38th Dusk 122nd year of Ascendancy at 08:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SlamSANE the Ogre Bulwark level 10
17th Dusk 122nd year of Ascendancy at 02:08 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SlamSANE the Ogre Bulwark level 13
78th Dusk 122nd year of Ascendancy at 22:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SlamSANE the Ogre Bulwark level 10
20th Dusk 122nd year of Ascendancy at 14:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SlamSANE the Ogre Bulwark level 17
9th Decay 122nd year of Ascendancy at 05:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SlamSANE the Ogre Bulwark level 15
60th Haze 122nd year of Ascendancy at 21:55 see stats
Log
Adalraba the assassin hits SlamSANE for 3 fire, 2 fire, 3 fire, 8 physical, 2 fire, 13 physical (32 total damage).
SlamSANE casts Rune: Shielding.
A shield forms around SlamSANE.
SlamSANE uses Shield Slam.
Adalraba the assassin shrugs off the effect 'Frozen'!
A wave of icy water sprays out from SlamSANE towards Adalraba the assassin!
SlamSANE performs a melee critical strike against Adalraba the assassin!
SlamSANE hits Adalraba the assassin for (20 parried), 18 physical, 14 cold, (20 parried), 32 physical, 18 cold, 55 cold, 102 physical, 18 cold (258 total damage).
Deadly Poison from Adalraba the assassin hits SlamSANE for (10 absorbed), 0 nature (0 total damage).
Adalraba the assassin hits SlamSANE for (6 blocked), 0 fire, (3 blocked), 0 fire, (4 blocked), 0 fire (0 total damage).
Adalraba the assassin uses Coup de Grace.
Adalraba the assassin resists the mind attack!
SlamSANE resists the Coup de Grace!
SlamSANE hits Adalraba the assassin for 7 acid, 7 mind, 7 acid, 4 mind (25 total damage).
Adalraba the assassin hits SlamSANE for (41 absorbed), 0 physical, (53 absorbed), 0 physical, (2 absorbed), 0 fire, (21 absorbed), 0 physical (0 total damage).
Deadly Poison from Adalraba the assassin hits SlamSANE for (10 absorbed), 0 nature (0 total damage).
Adalraba the assassin casts Tentacled Wings.
Adalraba the assassin resists the mind attack!
Adalraba the assassin resists the mind attack!
SlamSANE hits Adalraba the assassin for 7 acid, 4 mind, 7 acid, 4 mind (21 total damage).
Adalraba the assassin hits SlamSANE for (32 absorbed), 0 blight, (2 absorbed), 0 fire, (24 absorbed), 0 blight (0 total damage).
SlamSANE is no longer poisoned.
Adalraba the assassin uses Wing Buffet.
Your shield crumbles under the damage!
The shield around SlamSANE crumbles.
SlamSANE resists the knockback!
Saving game...





































































