









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 26 / 82% |
| Size | huge |
| Lifes / Deaths | Killed by forest wight at level 26 on the 33rd Pyre 123rd year of Ascendancy at 01:37 / 2Killed by Grand Corruptor at level 26 on the 33rd Pyre 123rd year of Ascendancy at 20:39 |
Primary Stats
| Strength | 47.250335730895 (base 48) |
| Dexterity | 74 (base 57) |
| Constitution | 23 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -146/757 |
| Mana | 185/185 |
| Stamina | 40/156 |
| Healing Factor | 1.68103626943 |
| Regeneration | 4.9590569948185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +269.0967423812% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 11 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 49 |
| Crit Chance | 7% |
| APR | 14 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +40% |
| Darkness | +6% |
| Physical | +7% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 33 (62.811550151976%) |
| Defense | 51 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 11 |
| Mental Save | 28 |
Defense: Resistances
| Nature | + 49%( 70%) |
| Lightning | + 36%( 70%) |
| Cold | + 49%( 70%) |
| Darkness | + 53%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 36%( 70%) |
| Fire | + 44%( 70%) |
| All | + 36%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 141.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 30 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 413 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 100.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 45 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Concealment |
| beneficial effect | Focusing on defense and mobility, reducing all damage taken by 29%, stamina regeneration by 7.5 and movement speed by 249%. Melee and ranged attacks will break this effect. Escape |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%. Concealment |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 101.44 fire damage, and talent cooldowns are increased by 67% plus 1 turn. Burning Hex |
| beneficial effect | Reduces fire damage received by 12%. Premonition Shield |
| detrimental effect | The target is infected by a disease, reducing its strength by 25 and doing 39.45 blight damage per turn. Weakness Disease |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 47%. Exhaustion |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target has 31% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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 successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 101. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. 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 wretchling eyeball. * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. 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 green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gilimaruibers (9 def, 8 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.crit +2.0% Crit.mult +3.00% Mov.spd +20% Dmg.mod +7% physical ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% ---------- misc Infravis +3 Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | blazing quiver of ash arrows of erosion (17/21, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +17 temporal +11 nature +17 fire On Crit.r2 +11 fire Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+4 eff.) Max.HP +50.00 Heal.mod +13% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Poroth the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% physical ----- def ----- Resists +12% darkness Max.HP +20.00 HP.reg +2.00 Heal.mod +15% Stun/Frz- +21% Rings can have magical properties. |
| Around waist | 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. |
| In main hand | Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +20 draining blight While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 10 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 37.58 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. This object's appearance was changed to Corpsebow. |
| On hands | heroic dwarven-steel gauntlets of strength (+2) (0 def, 7 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +7 Mind.save +8 (+4 eff.) Max.HP +45.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Coalnull (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Phys.crit +3.0% Dmg.mod +6% darkness Apr +7 ----- def ----- Defense +2 (+0 eff.) Phys.save +3 (+2 eff.) Die.at -40.00 life ---------- misc Stam/turn +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Rune of the Rift (234.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (81 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 81.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 63)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring 'Manoroddazor'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +9 Dex dps ---------- Phys.crit +4.0% Crit.mult +6.00% Apr +2 ----- def ----- Armour +4 Max.HP +45.00 HP.reg +0.80 Heal.mod +10% Rings can have magical properties. |
titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +29% Knockbk- +25% Rings can have magical properties. |
dwarven-steel longsword 'Ebonyworm' (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +10% Living While equipped: Stats +2 Cun +4 Con ----- def ----- Fatigue -2% Resists +6% darkness ---------- misc Infravis +2 Telepathy Humanoid/Orc Sharp, long, and deadly. |
summoner's mossy mindstar of storms (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego++] Nature This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Resists +6% lightning 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. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +3 Dex ----- 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. |
focusing woollen robe of protection (2 def, 3 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Wil +5 Mag ----- def ----- Armour +3 Defense +2 (+0 eff.) Phys.save +17 (+8 eff.) ---------- misc Mana/turn +0.16 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Ivariamima' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +10 Con dps ---------- Melee Ret 20 blight ----- def ----- Armour +4 Fatigue +3% Resists +11% cold +11% fire Crit.dmg- 15.00% ---------- misc See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belyrig the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +8 Con ----- def ----- Armour +4 Fatigue +4% Mind.save +30 (+14 eff.) Blind- +15% Cut- +15% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearforged steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane/Master While equipped: Stats +6 Con ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +19% Resists +7% darkness +6% fire -10% light +7% physical Phys.save +17 (+8 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) A suit of armour made of mail. |
288 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. |
3 onyx0.0 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Ce'Nimida [power 10] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid +25% blight On Hit (Melee): * 20% chance to disease ---------- misc Talents +2 Void Blast Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mortimer the Skeleton Archer level 23
35th Regrowth 123rd year of Ascendancy at 13:38 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mortimer the Skeleton Archer level 12
32nd Dusk 122nd year of Ascendancy at 08:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mortimer the Skeleton Archer level 17
2nd Wintertide 123rd year of Ascendancy at 12:25 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mortimer the Skeleton Archer level 23
35th Regrowth 123rd year of Ascendancy at 14:13 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mortimer the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 23:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mortimer the Skeleton Archer level 20
3rd Regrowth 123rd year of Ascendancy at 18:13 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mortimer the Skeleton Archer level 16
64th Haze 122nd year of Ascendancy at 03:25 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mortimer the Skeleton Archer level 23
35th Regrowth 123rd year of Ascendancy at 13:38 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mortimer the Skeleton Archer level 8
3rd Summertide 122nd year of Ascendancy at 11:56 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mortimer the Skeleton Archer level 23
35th Regrowth 123rd year of Ascendancy at 13:38 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Mortimer the Skeleton Archer level 26
33rd Pyre 123rd year of Ascendancy at 01:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mortimer the Skeleton Archer level 12
50th Dusk 122nd year of Ascendancy at 12:19 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mortimer the Skeleton Archer level 23
52nd Regrowth 123rd year of Ascendancy at 21:13 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mortimer the Skeleton Archer level 25
20th Pyre 123rd year of Ascendancy at 05:39 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mortimer the Skeleton Archer level 18
3rd Allure 123rd year of Ascendancy at 03:19 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Mortimer the Skeleton Archer level 26
33rd Pyre 123rd year of Ascendancy at 01:37 see stats
Log
Grand Corruptor hits Mortimer for 77 fire damage.
--------------------------------
Mortimer uses Disengage.
Mortimer is moving at extreme speed!
Grand Corruptor hits Mortimer for 70 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 103 healing.
Lava floor burns Mortimer!
Mortimer activates Concealment.
Mortimer slows down.
Mortimer receives 41 healing.
Weakness Disease from Grand Corruptor hits Mortimer for 30 blight damage.
Grand Corruptor hits Mortimer for 77 fire damage.
--------------------------------
Mortimer uses Evasion.
Mortimer tries to evade attacks.
Grand Corruptor hits Mortimer for 70 fire damage.
Mortimer uses Called Shots.
Mortimer rushes out!
Mortimer uses Escape.
Mortimer enters an evasive stance!.
Grand Corruptor is no longer pinned.
Grand Corruptor stops burning.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
Mortimer deflects the projectile from Grand Corruptor to the west!
Grand Corruptor deactivates Fearscape.
Saving game...























































































