










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Weapon Schematics for Tinkers at Birth 1.5.5 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Store Restocker 1.5.5Opague 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! Ashes of Urh'Rok 1.5.0Official Expansion!Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Maj'Eyal Whitehoof |
| Class | Writhing One |
| Level / Exp | 12 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 11 on the 9th Mirth 122nd year of Ascendancy at 01:57 3 / 1 |
Primary Stats
| Strength | 49 (base 32) |
| Dexterity | 22 (base 10) |
| Constitution | 29 (base 22) |
| Magic | 46 (base 32) |
| Willpower | 12 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 519/519 |
| Insanity | 85/100 |
| Equilibrium | 0 |
| Healing Factor | 1.543216080402 |
| Regeneration | 2.2376633165829 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +132.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 30.639798336955 |
| See Invisible | 30.639798336955 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 51 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Mind | +3% |
| Fire | +3% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 36 (87.462686567164%) |
| Defense | 33 |
| Ranged Defense | 41 |
| Fatigue | 20 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 33%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 33%( 70%) |
| Mind | + 9%( 70%) |
| Cold | + 46%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 21% |
| Poison Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 41.20 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: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. |
Class Talents
| Demented / Path of horror | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Friend of the worm | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Whitehooves | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | You have 5 charges. Death Momentum |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+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 Heightened Senses (+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 Constitution 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. The fortress's current energy level is: 2. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Gunykor (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +8 Fatigue -6% ---------- misc Light +1 Infravis +1 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | dwarven-steel helm 'Emagatira' (9 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +4% Max.HP +20.00 Heal.mod +10% ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Gloryldamira the steel torque of charged psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% acid Melee Ret 4 temporal ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +20.00 Disarm- +23% Pinning- +21% Knockbk- +27% Rings can have magical properties. |
| On fingers | Polykira the Flameenvy0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Dmg.mod +3% fire +12% cold Acc +10 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +24% cold HP.reg +0.20 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 | insidious steel longsword of paradox (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Nature Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 insidious poison +9 temporal While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
| On hands | restful iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing steel plate armour of clarity (4 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +10% blight +10% nature +5% mind Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +11 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets can have magical properties. |
Inventory
iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
hateful steel mace of phasing (17-23.8 power, 9 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +9 Crit +1.0% Atk.spd 100% Phasing +10% Melee+ +8 darkness Against +7% Living Blunt and deadly. |
steel mace (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
gifted vined mindstar (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +9 (+7 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. |
vined mindstar (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 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. |
cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Shoot [Ego] Disrupt Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: ----- def ----- Resists +8% acid +7% fire +8% lightning +7% cold Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
psychokinetic quiver of ash arrows (23/23, 19.5-27.3 power, 7 apr)3.0 T2 arrow ammo [Ego] Psionic Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 23 Ranged+ +29 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Salaradhemira the Earthblow (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +7 Wil +2 Cun dps ---------- Dmg.mod +6% nature Res.pen +20% nature Apr +6 On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +1% A cap made of leather. |
8 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
2 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 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 5 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 85.31 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
Baredig the Morningbolt [power 223] (10 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light +6% darkness Melee Ret 16 darkness ----- def ----- Resists +15% light ---------- misc Light +1 Fire a bolt of a random element with (base) damage 112 to 223 Puts all charms on 10 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By TentaHoof the Maj'Eyal Whitehoof Writhing One level 12
9th Mirth 122nd year of Ascendancy at 05:14 see stats
Level 10
Got a character to level 10.By TentaHoof the Maj'Eyal Whitehoof Writhing One level 10
6th Mirth 122nd year of Ascendancy at 14:28 see stats
The Arena
Unlocked Arena mode.By TentaHoof the Maj'Eyal Whitehoof Writhing One level 8
3rd Mirth 122nd year of Ascendancy at 15:46 see stats
The secret city
Discovered the truth about mages.By TentaHoof the Maj'Eyal Whitehoof Writhing One level 8
1st Mirth 122nd year of Ascendancy at 21:21 see stats
Log
You collect a new ingredient: minotaur nose (1).
TentaHoof hits Minotaur for 81 physical damage.
TentaHoof killed Minotaur!
TentaHoof hits Rattlesnake for 16 temporal damage.
Rattlesnake hits TentaHoof for (2 resist armour), 0 physical (0 total damage).
Rattlesnake is poisoned!
Worm that walks (servant of TentaHoof) casts Virulent Disease.
Rattlesnake is afflicted by a weakness disease!
TentaHoof hits Rattlesnake for 103 physical, 2 nature, 6 temporal, 50 darkness (161 total damage).
Weakness Disease from Worm that walks (servant of TentaHoof) hits Rattlesnake for 8 blight damage.
Insidious Poison from TentaHoof hits Rattlesnake for 2 nature damage.
TentaHoof hits Rattlesnake for 6 temporal damage.
Rattlesnake hits TentaHoof for (1 resist armour), 0 physical (0 total damage).
TentaHoof hits Rattlesnake for 68 physical damage.
TentaHoof killed Rattlesnake!
TentaHoof picks up (d.): gifted vined mindstar (5-5.5 power, 18 apr, mind damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
TentaHoof deactivates Chaos Orbs.
Chaos Orbs has been disrupted by anti-magic forces!
Ran for 2 turns (stop reason: hostile spotted to the south (white worm mass)).
Worm that walks (servant of TentaHoof) deactivates Worm that Walks Link.
Worm that walks (servant of TentaHoof) deactivates Infestation.
Worm that walks (servant of TentaHoof) deactivates Ruin.







































































