








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quantum Slider Tweaks 1.7.0Assorted quality-of-life changes for the Quantum Slider class and Vorloth race from Tradewind_Rider's Quantum Slider addon (required). Currently includes:
Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines 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: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! UI Pack: Plumpkins! 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies 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: 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 10 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 10 on the 5th Mirth 122nd year of Ascendancy at 06:40 / 1 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 14) |
| Magic | 28 (base 28) |
| Willpower | 32 (base 22) |
| Cunning | 20 (base 10) |
Resources
| Life | -17/573 |
| Equilibrium | 19 |
| Soul | 6/10 |
| Healing Factor | 1.282941519274 |
| Regeneration | 16.946143666457 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 24 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 6% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +6% |
| Acid | +6% |
| Fire | +9% |
| Nature | +17% |
Offense: Damage Penetration
| Nature | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 5.9999999999996 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 8 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Light | + 3%( 70%) |
| Nature | + 45%( 70%) |
| Cold | + 6%( 70%) |
| Lightning | + 7%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.12 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 |
Equipment
| On feet | Blastkin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% acid ----- def ----- Armour +1 Resists +6% lightning +9% acid ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. This object's appearance was changed to Cinderfeet. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. This object's appearance was changed to Snow Giant Wraps (Nightmares). |
| On head | leafwalker's rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Spell.save +4 (+2 eff.) Max.HP +44.00 Heal.mod +11% A cap made of leather. This object's appearance was changed to Crown of Burning Pain (Nightmares). |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | savior's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | vitalizing copper amulet of mastery (0.12 Wild-gift / Fungus)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +5 (+3 eff.) Max.HP +32.00 HP.reg +2.00 ---------- misc Masteries +0.12 Wild-gift/Fungus Amulets make your neck look great! |
| In main hand | Blindraider the iron greatsword (125% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 16% While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% darkness +9% fire Massive two-handed swords. |
| Main armor | Noonbender the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% nature ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +3% light +6% nature Max.HP +35.00 HP.reg +5.20 Heal.mod +11% A suit of armour made of leather. |
| Cloak | Bregodin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Wil +1 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +3 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. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel greatmaul 'Layaba' (135% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Nature Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: ----- def ----- Defense +20 (+11 eff.) Resists +3% lightning Crit.chn- 5.00% Poison- +20% Massive two-handed mauls. |
steel mace of erosion (105% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature Blunt and deadly. |
balanced steel waraxe of dampening (108% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Disrupt/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+4 eff.) Resists +8% acid +8% lightning +8% fire +9% cold +3% all Spell.save +5 (+2 eff.) Disarm- +22% One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
exposing iron shield of lightning resistance (+16%) (0 def, 2 armour, 94% power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 19 On Melee Ret: * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! This object's appearance was changed to Invisible. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+9 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. This object's appearance was changed to Pyro: Swimwear. |
Getydan the Bloomstun (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Dmg.mod +3% nature +3% mind ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +19% lightning ---------- misc Hate/m.crit +2.00 Light +2 A suit of armour made of leather. |
Duskpain the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning Phys.save +3 (+2 eff.) Poison- +20% A suit of armour made of mail. |
Icewinnow the steel mail armour (7 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +6 Defense +7 (+5 eff.) Fatigue +12% Resists +20% acid +3% darkness Stun/Frz- +20% A suit of armour made of mail. |
3 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
2 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Glimmerravager' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- Res.pen +5% light Acc +4 (+2 eff.) ----- def ----- Resists +6% nature ---------- misc Equi/ret +0.08 Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dovahkiin the Cornac Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 18:36 see stats
Log
Worm that walks hits Dovahkiin for 2 healing, 2 healing (0 total damage) [4 healing].
Worm that walks casts Epidemic.
Dovahkiin is afflicted by an epidemic!
The diseases of worm that walks spread!
Dovahkiin steals life from Worm that walks!
Melee retaliation hits Worm that walks for 20 cold, 16 fire, 20 cold, 16 fire (72 total damage).
Raze hits Worm that walks for 8 darkness, 8 darkness, 8 darkness, 8 darkness (32 total damage).
Ruin hits Worm that walks for 10 healing, 10 healing (0 total damage) [20 healing].
Worm that walks hits Dovahkiin for 15 blight, 23 blight, 17 blight, 24 blight (78 total damage).
Dovahkiin gains 0% of a turn from Ancestral Life.
Dovahkiin is recovering from the damage!
Dovahkiin stops regenerating health quickly.
Worm Rot from Worm that walks hits Dovahkiin for 46 blight, 33 acid (79 total damage).
Epidemic from Worm that walks hits Dovahkiin for 63 blight damage.
Dovahkiin uses Infusion: Healing.
A carrion worm mass bursts out of Dovahkiin!
Dovahkiin is free from the worm rot.
Dovahkiin gains 1% of a turn from Ancestral Life.
Dovahkiin receives 47 healing from Infusion: Healing.
Worm that walks hits Dovahkiin for 131 blight damage.
Dovahkiin casts Infectious Miasma.
Dovahkiin's spell attains critical power!
Dovahkiin steals life from Worm that walks!
Dovahkiin's infective darkness area effect hits Worm that walks for 13 darkness damage.
Raze hits Worm that walks for 8 darkness damage.
Dovahkiin gains 0% of a turn from Ancestral Life.
Worm that walks casts Drain.
Worm that walks hits Dovahkiin for 225 blight damage.
Dovahkiin the level 10 cornac wyrmic was fouled to death by a worm that walks on level 1 of Old Forest.






















































































