










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality 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 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 18 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 7th Dusk 122nd year of Ascendancy at 00:56 3 / 2Killed by Ce'Nita the shadowblade at level 16 on the 8th Dusk 122nd year of Ascendancy at 16:12 |
Primary Stats
| Strength | 63.170224963639 (base 37) |
| Dexterity | 26 (base 10) |
| Constitution | 39 (base 20) |
| Magic | 26.170224963639 (base 10) |
| Willpower | 58.340449927278 (base 36) |
| Cunning | 24 (base 10) |
Resources
| Life | 652/652 |
| Hate | 32/102 |
| Healing Factor | 0.87460882212904 |
| Regeneration | 16.836219825984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Temporal | +9% |
| Lightning | +40% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Fire | +5% |
| Physical | +20% |
| Cold | +15% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 29.08934837382 (81.151787968034%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 17 |
| Physical Save | 44 |
| Spell Save | 24 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 6%( 74%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Lightning | + 13%( 70%) |
| Mind | -4%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Bleed Resistance | 10% |
| Confusion Resistance | 14% |
| Fear Resistance | 18% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| 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 223 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| talent | Cleave |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Adventurers party 6% Received damage reduction against: - Humanoid |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 36 mind and 36 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 52 Mind damage, and deal 52 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. | 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 |
Equipment
| On feet | Silywen the pair of rough leather boots (Nightmares) (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +9% temporal defense ------ Armor +5 Resistance +3% acid Life Regen +4.00 Cut Resist +10% Curse of Nightmares Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Vorowen the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +4 Dex defense ------ Physical save +6 (+2 eff.) Life +20.00 Life Regen +4.00 other ------- Light +5 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 | Cloud Caller (Nightmares) (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Nightmares Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 50.82 to 152.46 lightning damage (101.64 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Nimbusmalice (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +15% lightning Ignore resists +15% mind defense ------ Resistance +3% lightning Life +31.00 other ------- Max stamina +15.00 Max hate +2.00 Max psi +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% acid defense ------ Defense +6 (+5 eff.) Resistance +22% acid Rings make your fingers look great! |
| On fingers | steel ring 'Zubawyn'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +7 Con offense ------ Physical Power +5 (+1 eff.) Accuracy +20 (+7 eff.) defense ------ Physical save +8 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
| Around waist | Frozenblast (Misfortune)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Mag +1 Wil offense ------ Ignore resists +15% cold defense ------ Crit Resistance 5.00% Life +30.00 other ------- Light +2 Curse of Misfortune A belt that goes around your waist. |
| In main hand | Darkkill (Corpses) (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Nature Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +4 darkness On-Hit, radius 1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 22% While equipped: Stats +7 Str +9 Dex +10 Mag +6 Wil +9 Cun +7 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Resistance +3% cold +1% physical Curse of Corpses Massive two-handed battleaxes. |
| On hands | Filthhue (Corpses) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Ignore resists +20% physical defense ------ Armor +2 Resistance +6% nature Physical save +12 (+4 eff.) Unlife -40.00 life Life Regen +7.00 other ------- Stamina/turn +1.00 Max stamina +23.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fortifying dwarven-steel plate armour (Corpses) (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego+] Master While equipped: Stats +3 Str +4 Con defense ------ Armor +11 Fatigue +22% Life +47.00 Curse of Corpses A suit of armour made of metal plates. |
| Cloak | Nerolratira the linen cloak (Madness) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +6% acid +3% blight Physical save +6 (+2 eff.) Life Regen +2.00 Disarm Resist +10% other ------- Equi when Hit +0.04 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Abyssgrind0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +15% lightning Ignore resists +25% light +5% fire defense ------ Fatigue -5% Resistance +12% fire Life Regen +2.00 Amulets make your neck look great! |
Inventory
stabilizing copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
stormbringer's steel greatsword of crippling (Misfortune) (22-34 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 lightning +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Move Speed +32% Ignore resists +7% lightning +9% cold Curse of Misfortune Massive two-handed swords. |
Erurek (Nightmares) (8 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +2 Defense +8 (+6 eff.) Fatigue +6% Resistance +6% nature +16% cold Unlife -40.00 life Stun Resist +10% Curse of Nightmares A suit of armour made of leather. |
Camorion (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Resistance +9% fire Life +20.00 Blind Resist +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of speed (Corpses) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Curse of Corpses A pair of boots made of leather. |
Voretha the pair of dwarven-steel boots (Corpses) (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +15 (+5 eff.) defense ------ Armor +8 Fatigue +3% Mind save +12 (+6 eff.) other ------- Equi when Hit +0.16 Infravision +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+2) (Shrouds) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindravage (Misfortune) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil offense ------ Ignore resists +10% acid defense ------ Armor +2 Resistance +9% darkness Crit Resistance 15.00% Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of magic (+3) (Shrouds) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 5 mind Damage +5% arcane +3% mind defense ------ Armor +2 Resistance +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcwrack the cashmere wizard hat (Corpses) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Critical power +10.00% Damage +12% cold Ignore resists +10% light +10% lightning defense ------ Defense +2 (+2 eff.) Resistance +6% lightning +18% cold Mind save +6 (+3 eff.) other ------- Psi when Hit +0.08 Curse of Corpses A pointy cloth hat, very wizardly... |
7 agate0.0 Encumbrance 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By CursedTest the Thalore Cursed level 16
12nd Dusk 122nd year of Ascendancy at 20:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By CursedTest the Thalore Cursed level 10
10th Mirth 122nd year of Ascendancy at 15:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By CursedTest the Thalore Cursed level 11
1st Summertide 122nd year of Ascendancy at 23:44 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By CursedTest the Thalore Cursed level 15
6th Dusk 122nd year of Ascendancy at 15:41 see stats
Log
You gain 12.74 gold from the transmogrification of Vilesmasher (dig speed 25 turns).
You gain 1.40 gold from the transmogrification of iron helm of absorption (Madness) (0 def, 3 armour).
You gain 0.35 gold from the transmogrification of hardened leather gloves (Corpses) (0 def, 2 armour).
You gain 2.50 gold from the transmogrification of Wyrmbreath (Misfortune) (0 def, 4 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (Corpses) (0 def, 3 armour).
You gain 1.86 gold from the transmogrification of resilient cashmere cloak of Eldoral (Madness) (2 def, 0 armour).
You gain 1.99 gold from the transmogrification of thick linen cloak of Iron Throne (Misfortune) (1 def, 6 armour).
You gain 1.94 gold from the transmogrification of prismatic dwarven-steel plate armour of clarity (Shrouds) (0 def, 11 armour).
You gain 0.62 gold from the transmogrification of steel shield of lightning resistance (+17%) (Corpses) (0 def, 4 armour, 20-23 power, 41 block).
You gain 0.65 gold from the transmogrification of flaming iron shield (Shrouds) (0 def, 2 armour, 10-13 power, 18 block).
You gain 0.50 gold from the transmogrification of pouch of dwarven-steel shots (15/15, 36-43 power, 3 apr).
You gain 13.49 gold from the transmogrification of Drumahell the Sparkweeper (Shrouds).
You gain 1.78 gold from the transmogrification of ash longbow of lightning (Corpses).
You gain 2.87 gold from the transmogrification of creative vined mindstar of life (Shrouds) (5-6 power, 18 apr, mind damage).
You gain 8.90 gold from the transmogrification of Umbral Razor (Shrouds) (25-32 power, 10 apr).
You gain 1.20 gold from the transmogrification of arcing steel waraxe of massacre (Corpses) (20-29 power, 3 apr).
You gain 4.00 gold from the transmogrification of truestriking steel longsword of amnesia (Nightmares) (12-17 power, 3 apr).
You gain 1.25 gold from the transmogrification of steel longsword of amnesia (Madness) (14-20 power, 3 apr).
You gain 5.99 gold from the transmogrification of balanced dwarven-steel greatsword of persecution (Corpses) (34-54 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (Misfortune) (30-45 power, 2 apr).
You gain 16.08 gold from the transmogrification of yew magestaff 'Blizzardburst' (Madness) (20-24 power, 4 apr, arcane element).
You gain 2.64 gold from the transmogrification of shimmering ash starstaff (Shrouds) (15-18 power, 3 apr, darkness element).
You gain 1.05 gold from the transmogrification of gold amulet of constitution (+4).
You gain 0.10 gold from the transmogrification of steel amulet.
There is a A gate into the Maze 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...
Saving done.
Saving game...
Saving done.














































































