









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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!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:
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: 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 18 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Belulewe the sandworm at level 18 on the 67th Dusk 122nd year of Ascendancy at 15:10 / 1 |
Primary Stats
| Strength | 46 (base 46) |
| Dexterity | 37 (base 23) |
| Constitution | 25 (base 21) |
| Magic | 14 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | -17/639 |
| Stamina | 32/151 |
| Psi | 108/108 |
| Healing Factor | 1.5553846153846 |
| Regeneration | 7.4153692203487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +97.087378640777% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 16.54677130326 |
| See Invisible | 16.54677130326 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 40 |
| Crit Chance | 67% |
| APR | 2 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
Offense: Damage Penetration
| Fire | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 36.723073231957 (93.924050632911%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 25 |
| Physical Save | 24 |
| Spell Save | 12 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 51%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 28%( 70%) |
| Lightning | + 55%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 431% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| detrimental effect | Reduces global action speed by 3%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Increases critical hit chance by 41%. Berserker Rage |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 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 within3 lumberjacks have died. | 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 | Kindlerip the pair of hardened leather boots (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 blind Changes stats: +8 Lck / +5 Dex Changes resistances: +15% fire Reduces incoming crit damage: 10.00% Stealth bonus: +7 Blindness immunity: +25% Light radius: +3 A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | iron helm 'Hettaruihell' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% mind / +6% fire Physical save: +3 (+2 eff.) Stun/Freeze immunity: +35% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | warded yew totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +2 acid / +3 nature / +1 light Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | CyreyannePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +15% acid / +9% temporal / +13% fire / +13% lightning / +11% cold Changes resistances penetration: +10% acid Changes damage: +15% acid Rings can have magical properties. |
| On fingers | copper ring 'Crackleflash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +4 Con Maximum encumbrance: +20 Stamina each turn: +0.20 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | quick dwarven-steel battleaxe of amnesia (29-43.5 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Dex Massive two-handed battleaxes. |
| On hands | heroic rough leather gloves of dispersion (0 def, 4 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Damage (Melee): 5 arcane Changes stats: +3 Wil / +4 Mag Changes resistances: +3% arcane Mental save: +5 (+4 eff.) Maximum life: +43.00 It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Shimmerpanic (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +21% lightning / +1% physical / +12% darkness / +10% blight / +9% cold Life regen: +1.10 Maximum life: +48.00 Light radius: +1 Healing mod.: +14% A suit of armour made of metal plates. |
| Cloak | Brightmire the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 fire Changes resistances: +6% blight / +9% fire / +3% nature / +5% arcane Changes resistances penetration: +5% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Inventory
steel amulet 'Phoenixspawner'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% fire / +5% physical / +12% mind / +3% light Changes resistances penetration: +5% fire Changes damage: +9% fire Confusion immunity: +24% Stamina each turn: +0.40 Amulets can have magical properties. |
mule's copper ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +10% blight Changes damage: +10% blight Maximum encumbrance: +21 Rings can have magical properties. |
KilnboreInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind / 20 fire Changes stats: +3 Cun Changes resistances: +26% cold Changes damage: +9% mind / +13% cold Mindpower: +10 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +6% mind Mental save: +14 (+8 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% A suit of armour made of metal plates. |
linen cloak 'Dazzlemark' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Dex / +3 Mag / +4 Cun Changes resistances: +12% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulatar (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: -2% Changes stats: +5 Con Changes resistances penetration: +20% physical Critical mult.: +9.00% Maximum encumbrance: +38 Physical save: +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Aeruyama' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Cun / +3 Str Changes damage: +6% acid / +3% mind Mental crit. chance: +1% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningslicer the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +10% mind Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+3 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getakalthodan the BleakstalkerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Mental save: +10 (+6 eff.) Poison immunity: +5% Disarm immunity: +25% Stun/Freeze immunity: +15% Knockback immunity: +5% Light radius: +4 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. |
brass lantern 'Branerath'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +3 Cun / +4 Con Grants telepathy: Humanoid/Orc Mental save: +6 (+4 eff.) Light radius: +5 See stealth: +6 See invisible: +19 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. |
brass lantern 'Ivawyn'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +6 (+4 eff.) Ranged Defense: +6 (+4 eff.) Changes stats: +3 Dex Changes resistances penetration: +10% physical Physical save: +6 (+3 eff.) Stamina each turn: +0.40 Light radius: +2 Healing mod.: +10% 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. |
brass lantern 'Phoenixedge'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +5 Con Changes damage: +6% fire Mental save: +6 (+4 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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. |
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 (66 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Glorumina (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +2 Mag / +2 Cun Changes damage: +6% mind Maximum psi: +20.00 Lowers spell cool-downs by: 10% See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 31 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. |
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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 22 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)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 146 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. |
iron torque of psychoportation 'Porulessra' [power 22] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances penetration: +20% blight / +15% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 22), putting all charms on cooldown for 22 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jaadur the Cornac Berserker level 18
58th Dusk 122nd year of Ascendancy at 08:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jaadur the Cornac Berserker level 10
9th Flare 122nd year of Ascendancy at 23:14 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Jaadur the Cornac Berserker level 18
44th Dusk 122nd year of Ascendancy at 21:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jaadur the Cornac Berserker level 10
10th Flare 122nd year of Ascendancy at 14:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Jaadur the Cornac Berserker level 5
5th Mirth 122nd year of Ascendancy at 20:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jaadur the Cornac Berserker level 15
19th Dusk 122nd year of Ascendancy at 12:00 see stats
Log
Ce'Nann the gigantic sandworm tunneler's Beyond the Flesh hits Jaadur for 0 physical, 7 physical, 3 fire (11 total damage).
Jaadur hits Ce'Nann the gigantic sandworm tunneler for (5 to psi shield), 2 physical, 4 light, 2 fire, (9 to psi shield), 5 temporal (14 total damage).
Yellow ooze misses Jaadur.
Ce'Nann the gigantic sandworm tunneler hits Jaadur for 3 physical, 7 physical, 3 fire (14 total damage).
Jaadur hits Ce'Nann the gigantic sandworm tunneler for (5 to psi shield), 2 physical, 4 light, 2 fire, (9 to psi shield), 5 temporal (14 total damage).
Jaadur uses Infusion: Wild.
Jaadur speeds up.
Jaadur is cured!
Jaadur lessens the pain.
Jaadur uses Death Dance.
Jaadur performs a melee critical strike against Ce'Nann the gigantic sandworm tunneler!
You collect a new ingredient: sandworm tooth (1).
Jaadur slows down.
Jaadur hits Ce'Nann the gigantic sandworm tunneler for (67 to psi shield), 189 physical (189 total damage).
Jaadur hits Yellow ooze for 211 physical damage.
Ce'Nann the gigantic sandworm tunneler hits Jaadur for 0 arcane damage.
Jaadur killed Ce'Nann the gigantic sandworm tunneler!
Jaadur killed Yellow ooze!
Talent Infusion: Regeneration is ready to use.
Jaadur receives 34 healing.
Jaadur hits Belulewe the sandworm for 7 physical, 5 light, 3 fire, 14 temporal (29 total damage).
Belulewe the sandworm hits Jaadur for 80 physical damage.
Jaadur is confused and fails to use Infusion: Regeneration.
Jaadur overcomes the gloom
Jaadur receives 34 healing.
Jaadur hits Belulewe the sandworm for 7 physical, 5 light, 3 fire, 14 temporal (29 total damage).
Belulewe the sandworm hits Jaadur for 74 physical damage.
Saving game...


























































