
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 3 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 75th Pyre 122nd year of Ascendancy at 20:51 / 1 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 16 (base 15) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -9/156 |
| Insanity | 78/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 1.2966119162504 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 18 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7.5 (43.579428603723%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 12 |
| Physical Save | 9 |
| Spell Save | 9 |
| Mental Save | 7 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have to destroy the Worm's neural spine. | active |
Equipment
| Tool | [vs. elm totem of summon tentacle [power 95] (25 cooldown) (Tool)]elm totem of summon tentacle [power 95] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 193 Base Damage: 95 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| Main armor | [vs. iron mail armour of the deep (2 def, 5 armour) (Main armor)]iron mail armour of the deep (2 def, 5 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +6%(-) acid / +5%(-) cold Allows you to breathe in: water A suit of armour made of mail. |
| On hands | [vs. restful rough leather gloves (0 def, 1 armour) (On hands)]restful rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +10.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | [vs. bright brass lantern (Light source)]bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | [vs. eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) (On head)]eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Mag / +1(-) Con Changes damage: +5%(-) arcane Mana each turn: +0.70 (-) Mana when hit: +0.70 (-) Maximum mana: +40.00 (-) Spellpower: +6 (+5 eff.) (-) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| In main hand | [vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]hateful iron waraxe (10-15 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +5(-) darkness Damage against: +6% (-)Living One-handed war axes. |
Inventory
[vs. Infusion: Healing [healing infusion of the titan (heal 73; cd 12)] (on body)]This item will automatically be transmogrified when you leave the level. healing infusion (heal 40; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 40(-33) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-0.5 - -2.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness Damage against: +0% (-6% )Living When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced iron greatmaul (19-28 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5(+8.5 - +13.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness Damage against: +0% (-6% )Living When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed mauls. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming iron greatmaul (18-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0(+7.5 - +12.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness Damage (radius 1) on hit: +7 fire Damage against: +0% (-6% )Living Massive two-handed mauls. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (25-40 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.0 - 40.0(+14.5 - +25.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness Damage against: +0% (-6% )Living Massive two-handed swords. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatsword 'Zerurig' (24-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2(+14.0 - +24.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 light / +0(-5) darkness Damage against: +7% Undead / +0% (-6% )Living When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +9.0% Defense: +7 (+7 eff.) Disarm immunity: +31% Healing mod.: +10% Massive two-handed swords. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel longsword (14-20 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(+4.0 - +5.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness Damage against: +0% (-6% )Living When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +6 (+6 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Firing range: +6 Damage (Melee): +0(-5) darkness Damage against: +0% (-6% )Living Slings are used to hurl stones or metal shots at your foes. |
[vs. hateful iron waraxe (10-15 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. rough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Firing range: +6 Damage (Melee): +0(-5) darkness Damage (Ranged): +5 lightning Damage against: +0% (-6% )Living When wielded/worn: Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.deadly quiver of elm arrows of accuracy (17/17, 22-31 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
[vs. iron mail armour of the deep (2 def, 5 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. shimmering linen robe of lightning (+15%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes resistances: +15% lightning / +0%(-5%) cold / +0%(-6%) acid / +7% all Changes damage: +11% arcane / +10% lightning Allows you to breathe in: water Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron mail armour of the deep (2 def, 5 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-3) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) Changes resistances: +0%(-6%) acid / +0%(-5%) cold Allows you to breathe in: water Life regen: +2.10 Stamina each turn: +0.60 A suit of armour made of leather. |
[vs. iron mail armour of the deep (2 def, 5 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-3) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) Changes resistances: +15%(+9%) acid / +0%(-5%) cold Allows you to breathe in: water Life regen: +2.20 Stamina each turn: +0.60 A suit of armour made of leather. |
[vs. iron mail armour of the deep (2 def, 5 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (+3) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +12% (-) Changes resistances: +15%(+9%) acid / +0%(-5%) cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. cleansing rough leather cap (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +0(-1) Mag / +0(-1) Con Changes resistances: +5% nature / +5% blight Changes damage: +0%(-5%) arcane Mana each turn: +0.00 (-0.70) Mana when hit: +0.00 (-0.70) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-6 (-5 eff.)) A cap made of leather. |
[vs. eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +0(-1) Mag / +0(-1) Con Changes damage: +0%(-5%) arcane Mana each turn: +0.00 (-0.70) Mana when hit: +0.00 (-0.70) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-6 (-5 eff.)) A cap made of leather. |
[vs. eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +0(-1) Mag / +0(-1) Con Changes damage: +0%(-5%) arcane Mana each turn: +0.00 (-0.70) Mana when hit: +0.00 (-0.70) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-6 (-5 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Log
Rested for 1 turns (stop reason: taken damage).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 6 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 8 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 8 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 8 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 6 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 6 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Dark Whispers from The Spinal Cord hits Saqqara Ur-Damak Thresh for 8 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Something hits Saqqara Ur-Damak Thresh for 53 physical damage.
Saqqara Ur-Damak Thresh the level 3 cornac writhing one was bludgeoned to death by The Spinal Cord on level 1 of The Maggot.

































































