












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. 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 1.5.10This 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 Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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. 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Hulk |
| Class | Oozemancer |
| Level / Exp | 20 / 95% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 1009 (base 10) |
| Dexterity | 1018 (base 10) |
| Constitution | 1035 (base 10) |
| Magic | 1009 (base 10) |
| Willpower | 1058 (base 48) |
| Cunning | 1050 (base 39) |
Resources
| Life | 265524/265524 |
| Psi | 1178/1178 |
| Stamina | 2747/2747 |
| Equilibrium | 96 |
| Healing Factor | 2.5 |
| Regeneration | 25000.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 169.43727798318 |
| See Invisible | 169.43727798318 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 809 |
| Accuracy | 230 |
| Crit Chance | 615% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 1077 |
| Accuracy | 230 |
| Crit Chance | 617% |
| APR | 69 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 190 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 211 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Nature | +42% |
| Fire | +20% |
| Cold | +20% |
| Physical | -10% |
| Mind | +51% |
| All | 0% |
Offense: Damage Penetration
| Fire | +12% |
| Blight | +5% |
| Mind | +25% |
| Cold | +12% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 34 (60%) |
| Defense | 166 |
| Ranged Defense | 166 |
| Fatigue | 0 |
| Physical Save | 184 |
| Spell Save | 198 |
| Mental Save | 184 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 70%( 70%) |
| Mind | + 31%( 70%) |
| All | 0%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 100% |
| Poison Resistance | 76% |
| Blind Resistance | 76% |
| Disarm Resistance | 93% |
| Bleed Resistance | 76% |
| Pinning Resistance | 51% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2559 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3450% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Elemental Harmony |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Exploit Weakness |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 3 of Trollmire) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by aaaa. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Trollmire) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Daikara) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Daikara) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 3 of Old Forest) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 26. | 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: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed faerlhing fang. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed wretchling eyeball. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | active |
Equipment
| On feet | Arthyrak (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +7 Fatigue +3% Resists +12% blight +3% physical +6% light +5% arcane Disengage: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Toxinclamor' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +16% mind +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +16% mind +12% nature Mind.save +6 (+0 eff.) ---------- misc Max.psi +30.00 Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Unrerin the Bogwoe0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% mind Melee Ret 8 nature ----- def ----- Resists +15% mind Max.HP +25.00 Disarm- +24% Pinning- +22% Knockbk- +23% Rings can have magical properties. |
| On fingers | gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +32.00 Disarm- +29% Pinning- +29% Knockbk- +32% Rings can have magical properties. |
| Around neck | Blackmortal of the Blightspawn0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Con dps ---------- On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 20% chance to disease * 24% chance to inflict 15% damage reduction ----- def ----- Resists +6% nature +6% temporal Phys.save +30 (+3 eff.) Spell.save +18 (+2 eff.) Mind.save +16 (+1 eff.) Max.HP +49.00 HP.reg +1.30 Amulets can have magical properties. |
| In main hand | thorny mindstar 'Yarulin' (8-8.8 power, 47 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. Power 8.0 - 8.8 Mind Uses 76% Wil, 38% Cun Mastery Psiblades Acc uses Wil Apr +47 Crit +3.5% Atk.spd 100% On Crit.r2 +4 blight While equipped: dps ---------- Mind.crit +6% Mind.pwr +17 (+2 eff.) Dmg.mod +16% mind +4% acid Res.pen +5% blight ----- def ----- Resists +9% light Phys.save +12 (+1 eff.) Spell.save +5 (+0 eff.) Mind.save +8 (+1 eff.) ---------- misc Equi/ret +2.30 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. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Thermal Focus (14-15.4 power, 62 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 86% Wil, 48% Cun Mastery Psiblades Acc uses Wil Apr +62 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +30 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+1 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
| Cloak | Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 20 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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. |
Xessra0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +7 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +12% nature +6% light +3% darkness Silence- +15% Amulets can have magical properties. |
mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) 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. |
cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +1 Con ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
3 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. |
215 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. |
2 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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. |
3 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. |
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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By aaaa the Hulk Oozemancer level 15
3rd Haze 122nd year of Ascendancy at 19:40 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By aaaa the Hulk Oozemancer level 15
79th Dusk 122nd year of Ascendancy at 12:28 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By aaaa the Hulk Oozemancer level 10
2nd Flare 122nd year of Ascendancy at 19:14 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By aaaa the Hulk Oozemancer level 17
8th Haze 122nd year of Ascendancy at 20:19 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By aaaa the Hulk Oozemancer level 17
10th Haze 122nd year of Ascendancy at 23:11 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By aaaa the Hulk Oozemancer level 19
18th Haze 122nd year of Ascendancy at 05:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By aaaa the Hulk Oozemancer level 16
8th Haze 122nd year of Ascendancy at 09:01 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By aaaa the Hulk Oozemancer level 20
58th Haze 122nd year of Ascendancy at 15:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By aaaa the Hulk Oozemancer level 10
3rd Summertide 122nd year of Ascendancy at 14:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By aaaa the Hulk Oozemancer level 20
28th Haze 122nd year of Ascendancy at 08:36 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By aaaa the Hulk Oozemancer level 6
10th Mirth 122nd year of Ascendancy at 08:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By aaaa the Hulk Oozemancer level 2
74th Pyre 122nd year of Ascendancy at 11:10 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By aaaa the Hulk Oozemancer level 20
53rd Haze 122nd year of Ascendancy at 01:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By aaaa the Hulk Oozemancer level 13
78th Dusk 122nd year of Ascendancy at 01:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By aaaa the Hulk Oozemancer level 9
2nd Summertide 122nd year of Ascendancy at 10:09 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By aaaa the Hulk Oozemancer level 14
78th Dusk 122nd year of Ascendancy at 17:50 see stats
Log
You gain 0.17 gold from the transmogrification of grounding iron helm of absorption (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of cinder iron gauntlets of strength (+3) (0 def, 1 armour).
You gain 0.12 gold from the transmogrification of insulating pair of iron boots of uncanny dodging (3 def, 3 armour).
You gain 0.47 gold from the transmogrification of steel steamgun of power.
You gain 0.05 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, fire element).
You gain 1.04 gold from the transmogrification of Uredir (15-18 power, 3 apr, fire element).
You gain 2.33 gold from the transmogrification of Elenarab the Shadeblood (10-12 power, 2 apr, physical element).
You gain 0.22 gold from the transmogrification of creative mossy mindstar of balance (3-3.3 power, 12 apr, nature damage).
You gain 2.00 gold from the transmogrification of stralite mace 'Glintusher' (35.5-49.7 power, 5 apr).
You gain 1.77 gold from the transmogrification of Ebonymonster (12-16.8 power, 2 apr).
You gain 2.16 gold from the transmogrification of Darkhash the ash longbow.
You gain 2.78 gold from the transmogrification of steel greatsword 'Layoletta' (26.5-42.4 power, 2 apr).
You gain 2.04 gold from the transmogrification of Rotward (10-13 power, 6 apr).
You gain 2.54 gold from the transmogrification of Amyhek (12.5-16.25 power, 6 apr).
You gain 0.04 gold from the transmogrification of iron battleaxe of massacre (24.5-36.75 power, 1 apr).
You gain 0.01 gold from the transmogrification of steel ring.
You gain 0.21 gold from the transmogrification of acid wave rune of the sneak (1556 acid damage; disarm 5 turns with power 216).
You gain 0.11 gold from the transmogrification of healing infusion of the wizard (heal 2460).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Aaaa deactivates Mitosis.
Aaaa deactivates Exploit Weakness.
Aaaa deactivates Elemental Harmony.
Aaaa deactivates Psiblades.
The skin of Aaaa starts dripping acid.
Aaaa deactivates Wild Growth.
Aaaa deactivates Antimagic Shield.






























































































