
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Improved Auto-explore and Rest 1.7.2Quality 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. 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:
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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake hatchling at level 8 on the 2nd Mirth 122nd year of Ascendancy at 02:19 0 / 7Killed by fire drake hatchling at level 8 on the 2nd Mirth 122nd year of Ascendancy at 02:29 Killed by orc corruptor at level 16 on the 5th Regrowth 123rd year of Ascendancy at 15:33 Killed by Cyano at level 16 on the 16th Regrowth 123rd year of Ascendancy at 00:31 Killed by Cyano at level 16 on the 17th Regrowth 123rd year of Ascendancy at 00:23 Killed by Cyano at level 17 on the 17th Regrowth 123rd year of Ascendancy at 08:14 Killed by Urkis, the High Tempest at level 20 on the 43rd Regrowth 123rd year of Ascendancy at 20:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 30) |
| Dexterity | 38 (base 37) |
| Constitution | 41 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 11) |
| Cunning | 16 (base 10) |
Resources
| Life | -41/704 |
| Stamina | 114/194 |
| Equilibrium | 0 |
| Healing Factor | 1.4381403954778 |
| Regeneration | 5.274447459196 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 42 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Cold | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.511077022655 (89.749889547741%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 45 |
| Physical Save | 42 |
| Spell Save | 39 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Lightning | + 37%( 70%) |
| Nature | + 19%( 70%) |
| Cold | + 69%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 20%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Bleed Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Antimagic | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved physical save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
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 Constitution by +5. | 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 Constitution by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +42.00 Heal.mod +10% ---------- 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. |
| On head | miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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 | Beterathra the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Crit.chn- 15.00% Rings make your fingers look great! |
| On fingers | steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| Around neck | steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Relgimaldil' (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +6.0% Mind.pwr +5 (+3 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +6% blight Blunt and deadly. |
| Around waist | Tundraripper the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +7% acid +3% physical +7% fire +12% cold +10% lightning Crit.chn- 10.00% Poison- +10% A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 32-38 power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +12 physical While equipped: Stats +2 Wil ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning +12% physical Shield.near.proj +12 Proj.slow +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 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 | hardened steel plate armour (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +6% acid +5% physical +6% cold +5% lightning +5% fire A suit of armour made of metal plates. |
Inventory
restful steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Areldana the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Con dps ---------- Spell.crit +1% Dmg.mod +3% arcane ----- def ----- Spell.save +9 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
arcing steel battleaxe of massacre (32-48 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
blooming vined mindstar of life (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +19.00 HP.reg +1.10 Heal.mod +12% Heal/summ +12 ---------- misc Talents +1 Attune Mindstar 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. |
psychokinetic quiver of ash arrows of vileness (15/15, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +11 blight +11 physical On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
swashbuckler's iron shield of winter (0 def, 2 armour, 10-12 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +12 cold While equipped: Stats +2 Str +2 Dex +1 Wil dps ---------- Acc +5 (+1 eff.) On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 12-15 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield (0 def, 4 armour, 16-19 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: Stats +1 Str +3 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
volcanic cured leather armour (6 def, 11 armour)9.0 T2 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +7% Resists +13% fire +15% physical A suit of armour made of leather. |
Satyrream1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +3% nature +3% light Max.HP +34.00 A belt that goes around your waist. |
radiant hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Glintwire' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% light +5% fire Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% light +3% mind Phys.save +7 (+2 eff.) Mind.save +6 (+5 eff.) Disarm- +21% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
extending ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Cyano the Cornac Bulwark level 16
5th Regrowth 123rd year of Ascendancy at 16:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cyano the Cornac Bulwark level 13
12nd Haze 122nd year of Ascendancy at 23:56 see stats
Earth Master
Killed Harkor'Zun.By Cyano the Cornac Bulwark level 18
28th Regrowth 123rd year of Ascendancy at 14:48 see stats
Level 10
Got a character to level 10.By Cyano the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 07:10 see stats
Level 20
Got a character to level 20.By Cyano the Cornac Bulwark level 20
29th Regrowth 123rd year of Ascendancy at 07:14 see stats
The Arena
Unlocked Arena mode.By Cyano the Cornac Bulwark level 9
4th Mirth 122nd year of Ascendancy at 16:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Cyano the Cornac Bulwark level 18
27th Regrowth 123rd year of Ascendancy at 19:27 see stats
Unstoppable
Returned from the dead.By Cyano the Cornac Bulwark level 17
17th Regrowth 123rd year of Ascendancy at 08:14 see stats
Log
--------------------------------
Urkis, the High Tempest's glacial vapour area effect hits Cyano for 7 cold damage.
Cyano is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Cyano for 166 lightning damage.
Cyano is dazed!
Thunderstorm hits Cyano for 36 lightning damage.
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You are unable to move!
Cyano is not dazed anymore.
Urkis, the High Tempest's glacial vapour area effect hits Cyano for 7 cold damage.
Hurricane from Urkis, the High Tempest hits Cyano for 74 lightning damage.
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest's spell attains critical power!
Cyano resists!
Urkis, the High Tempest hits Cyano for 163 lightning damage.
Urkis, the High Tempest's spell attains critical power!
Thunderstorm hits Cyano for 43 lightning damage.
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Cyano uses Infusion: Regeneration.
Cyano starts regenerating health quickly.
Urkis, the High Tempest's glacial vapour area effect hits Cyano for 7 cold damage.
Hurricane from Urkis, the High Tempest hits Cyano for 94 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Cyano for 187 lightning damage.
Cyano shrugs off Urkis, the High Tempest's 'Dazed'!
Thunderstorm hits Cyano for 42 lightning damage.
Cyano the level 20 cornac bulwark was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.



































































