











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Items Vault 1.5.0Donators/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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 16 / 53% |
| Size | big |
| Lifes / Deaths | Killed by degenerated skeleton warrior at level 2 on the 75th Pyre 122nd year of Ascendancy at 01:31 0 / 6Killed by shadow at level 12 on the 24th Haze 122nd year of Ascendancy at 19:11 Killed by venom drake at level 13 on the 42nd Haze 122nd year of Ascendancy at 18:00 Killed by Aeryba the rattlesnake at level 15 on the 49th Haze 122nd year of Ascendancy at 16:36 Killed by Nerurin the netherworm mass at level 16 on the 65th Haze 122nd year of Ascendancy at 00:06 Killed by giant digestive sack (opened) at level 16 on the 70th Haze 122nd year of Ascendancy at 20:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 1 (base 33) |
| Dexterity | 1 (base 10) |
| Constitution | 5 (base 19) |
| Magic | 1 (base 10) |
| Willpower | 26 (base 35) |
| Cunning | 1 (base 10) |
Resources
| Life | -9/388 |
| Equilibrium | 41 |
| Healing Factor | 0.8729323308271 |
| Regeneration | 3.1099674091494 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +26.028932545385% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 41 |
| Crit Chance | 0% |
| APR | 31 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 41 |
| Crit Chance | 0% |
| APR | 38 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 0.5 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 1% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +5% |
| Mind | +39% |
| Lightning | +12% |
| Light | +16% |
| Cold | +9% |
| Arcane | +3% |
| Fire | +7% |
| Nature | +4% |
Offense: Damage Penetration
| Acid | +8% |
| Mind | +30% |
| Physical | +4% |
| Cold | +3% |
| Fire | +9% |
Defense: Base
| Armour (hardiness) | 28.551211628464 (74.117647058824%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 27 |
| Physical Save | 12 |
| Spell Save | 16 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 19%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 18% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 48 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.46 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | 5% chance to stun any foes hit. Wrath of the Wilds |
| beneficial effect | A flow of life spins around the target, regenerating 3.31 life per turn. Regeneration |
| beneficial effect | You gain 10% resistance against fire. Resolve |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its strength by 21 and doing 15.00 blight damage per turn. Weakness Disease |
| beneficial effect | Moving at extreme speed (64% faster). Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 18%. Insidious Poison |
| detrimental effect | The target has 16 reduced saves and defense, 12% reduced critical chance, and 4% chance to fail talent use. 8 Jinx |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+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 Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed warg claw. | active |
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 | Voroldawe the Duathelvagrant (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +7% fire / +18% darkness / +8% cold Light radius: +2 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | prismatic dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% cold / +11% light / +11% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Physical power: +6 (+3 eff.) Armour: +2 Changes resistances: +7% blight Spell save: +11 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick dwarven-steel torque of mindblast [power 145] (10/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 7 beam dealing 24.65 to 49.30 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +8 Defense: +8 (+8 eff.) Changes stats: +2 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% 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. Rings can have magical properties. |
| On fingers | titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+8 eff.) Rings can have magical properties. |
| Around neck | UnredunagrimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes damage: +12% mind Grants telepathy: Dragon Talent mastery: +0.16 Wild-gift / Sand drake aspect Critical mult.: +10.00% Mental crit. chance: +1% Amulets can have magical properties. |
| In main hand | vined mindstar 'Pitchspike' (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 12 acid / 4 darkness Changes resistances: +9% acid Changes resistances penetration: +8% acid / +4% fire / +4% physical / +3% cold Changes damage: +10% acid / +7% fire / +5% physical / +9% cold Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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 | rough leather belt 'Dawndeath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% fire Changes resistances penetration: +5% fire Changes damage: +6% light Light radius: +3 A belt that goes around your waist. |
| In off hand | Chethel the thorny mindstar (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Damage when hit (Melee): 16 arcane / 8 mind Changes resistances penetration: +5% mind Changes damage: +3% arcane / +3% mind Mindpower: +10 (+5 eff.) Mental crit. chance: +3% 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 | Gorimandur (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Mag / +4 Wil / +3 Cun Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Airking the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 12 lightning Changes resistances: +7% mind Changes resistances penetration: +25% mind Changes damage: +24% mind / +12% lightning Mental save: +15 (+7 eff.) A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (resist 19%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental or magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 ability. |
shielding rune of the warrior (absorb 114 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 114 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel greatsword of crippling (26.5-42.4 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
projecting thorny mindstar (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +7% lightning / +9% fire / +5% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.yew magestaff 'Dourpiercer' (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 darkness Burst (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +3% acid Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
cleansing dwarven-steel helm of constitution (+3) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +5% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +12% blight / +6% physical / +13% nature Physical save: +13 (+10 eff.) A suit of armour made of leather. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 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), costing 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. |
This item will automatically be transmogrified when you leave the level.yew totem of thorny skin [power 35] (10/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Bad Boi the Krog Wyrmic level 16
70th Haze 122nd year of Ascendancy at 04:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bad Boi the Krog Wyrmic level 10
1st Haze 122nd year of Ascendancy at 11:18 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bad Boi the Krog Wyrmic level 9
2nd Flare 122nd year of Ascendancy at 12:02 see stats
Log
Corrupted black ooze hits Bad Boi for 1 acid, 7 physical, 13 physical, 0 nature, 5 physical (28 total damage).
Insidious Poison from Corrupted black ooze hits Bad Boi for 0 nature damage.
Weakness Disease from Giant digestive sack (opened) hits Bad Boi for 13 blight damage.
Bad Boi hits Corrupted black ooze for (8 to psi shield), 5 acid, 12 lightning, 4 darkness, 16 arcane, 11 mind, (8 to psi shield), 5 acid, 12 lightning, 4 darkness, 16 arcane, 11 mind (98 total damage).
Bad Boi uses Sudden Growth.
Bad Boi receives 18 healing from Sudden Growth.
Corrupted black ooze loses 9 health to the entropy.
Bad Boi is invigorated by the attack!
Corrupted black ooze's Beyond the Flesh hits Bad Boi for 6 physical, 0 nature, 5 physical (13 total damage).
Crippling Poison from Bad Boi hits Corrupted black ooze for (3 to psi shield), 2 nature (2 total damage).
Bad Boi hits Corrupted black ooze for (2 to psi shield), 1 acid, 4 lightning, 1 darkness, 5 arcane, 3 mind (17 total damage).
Corrupted black ooze shrugs off the effect 'Corrode'!
Bad Boi's corrosive acid area effect hits Sandworm burrower for 0 acid damage.
Bad Boi's corrosive acid area effect hits Corrupted black ooze for (3 to psi shield), 2 acid (2 total damage).
Bad Boi is invigorated by the attack!
Bad Boi is invigorated by the attack!
Weakness Disease from Giant digestive sack (opened) hits Bad Boi for 13 blight damage.
Insidious Poison from Corrupted black ooze hits Bad Boi for 0 nature damage.
The unstable sand tunnel collapses!
Bad Boi is moving at extreme speed!
Corrupted black ooze shoots!
Corrupted black ooze loses 9 health to the entropy.
Corrupted black ooze is no longer poisoned.
Bad Boi is invigorated by the attack!
Bad Boi is invigorated by the attack!
Corrupted black ooze's Shoot hits Bad Boi for 18 physical, 4 fire (24 total damage).
Corrupted black ooze's Shoot hits Bad Boi for 16 physical, 3 fire (20 total damage).
Saving game...























































































