









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Cleaner Item Descriptions 1.7.0EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 19 on the 71st Haze 122nd year of Ascendancy at 23:25 2 / 3Killed by flame turret at level 20 on the 58th Regrowth 123rd year of Ascendancy at 11:43 Killed by Salavea the ghoulking at level 21 on the 59th Regrowth 123rd year of Ascendancy at 20:38 |
Primary Stats
| Strength | 53 (base 13) |
| Dexterity | 60 (base 43) |
| Constitution | 49 (base 12) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 48 (base 44) |
Resources
| Life | 609/609 |
| Stamina | 185/185 |
| Healing Factor | 1.2732873839944 |
| Regeneration | 0.31832184599858 |
Speed
| Mental | +1.1102230246252E-13% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 32.989687335918 |
Offense: Barehand
| Damage | 78 |
| Accuracy | 41 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +10% |
| Arcane | +5% |
| Cold | +6% |
| All | 0% |
| Lightning | +10% |
| Light | +9% |
| Temporal | +9% |
| Physical | +20% |
| Darkness | +6% |
| Fire | +7% |
| Mind | +10% |
Offense: Damage Penetration
| Fire | +15% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 14 (44.574340358689%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 12 |
| Mental Save | 1 |
Defense: Resistances
| Physical | + 27%( 70%) |
| Acid | + 42%( 70%) |
| Nature | + 22%( 70%) |
| Cold | + 56%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 39%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -452 life. The duration and life will increase by 1% for every 1% life you have lost (currently 452 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| 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 magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 197 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 15. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity 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 failed to protect the lost sun paladin from death by poison ooze. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Bilach the Phoenixworth (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +15% light Ignore Armor +4 When Hit 4 fire defense ------ Armor +1 Resistance +9% fire other ------- Light +3 A pair of boots made of leather. |
| On hands | Nightbait the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) On-Hit 19 mind 17 darkness Damage +6% darkness Ignore resists +15% fire When Hit 6 darkness On-Hit (Melee): * 13% chance to reduce all saves and defense by 20 defense ------ Armor +2 Mind save -15 (-15 eff.) other ------- Hate-on-crit +3.00 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Aereleg the dwarven-steel helm (5 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +15 (+4 eff.) Damage +6% acid Accuracy +10 (+4 eff.) defense ------ Armor +4 Defense +5 (+1 eff.) Fatigue +4% Resistance +6% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 108.86 You won the Ring of Blood trial, and this is your reward. |
| On fingers | gladiator's steel ring of blight (+10%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Damage +10% blight defense ------ Resistance +10% blight Rings make your fingers look great! |
| Around neck | Relgomasus the Blindtooth0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +6 Wil offense ------ Damage +9% light When Hit 2 acid defense ------ Resistance +12% acid +12% cold +5% arcane Amulets make your neck look great! |
| Main armor | timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +7% acid +11% physical +9% temporal +7% fire +5% arcane +6% cold defense ------ Resistance +16% acid +10% physical +10% fire +12% cold +11% all other ------- Max mana +40.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | alchemist's lamp 'Falevor'1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +10 Str +2 Mag +2 Con defense ------ Crit Resistance 10.00% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | thick cashmere cloak of battle (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Armor +7 Defense +2 (+0 eff.) Fatigue -4% Resistance +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Barkrebel the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con offense ------ Mindpower +3 (+1 eff.) Damage +9% physical defense ------ Defense +10 (+3 eff.) Resistance +3% nature Physical save +5 (+2 eff.) A belt that goes around your waist. |
Inventory
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Polaseyann'0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun +9 Mag offense ------ Damage +9% temporal other ------- Light +2 See Invis +12 Amulets make your neck look great! |
steel amulet of perfection (0.11 Technique / Combat veteran,0.11 Cunning / Dirty fighting)0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.11 Technique/Combat veteran +0.11 Cunning/Dirty fighting Amulets make your neck look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of blight (+10%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +10% blight defense ------ Armor +6 Resistance +10% blight Rings make your fingers look great! |
truestriking steel greatmaul (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+4 eff.) Ignore Armor +10 Massive two-handed mauls. |
cured leather sling of acid4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: offense ------ Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% arcane +12% light +12% darkness Spell save +10 (+9 eff.) A suit of armour made of leather. |
hardened leather gloves 'Xerevea' (10 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Physical Power +30 (+8 eff.) On-Hit 8 temporal On-Ranged-Hit 10 temporal Damage +6% temporal defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +2% physical +5% temporal other ------- Infravision +1 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
52 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Murksaw (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil offense ------ Damage +9% cold Ignore resists +10% darkness +13% physical When Hit 8 mind other ------- Hate-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of stinging 'Dimmortal' [power 182] (13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% Spellpower/crit +4 Damage +6% arcane +3% darkness other ------- Mana-on-crit +2.00 Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By TomeSucks the Cornac Brawler level 20
59th Regrowth 123rd year of Ascendancy at 00:11 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TomeSucks the Cornac Brawler level 16
13rd Haze 122nd year of Ascendancy at 11:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By TomeSucks the Cornac Brawler level 20
58th Regrowth 123rd year of Ascendancy at 03:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TomeSucks the Cornac Brawler level 10
10th Flare 122nd year of Ascendancy at 03:41 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By TomeSucks the Cornac Brawler level 20
7th Regrowth 123rd year of Ascendancy at 09:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TomeSucks the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 11:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TomeSucks the Cornac Brawler level 18
34th Haze 122nd year of Ascendancy at 14:16 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By TomeSucks the Cornac Brawler level 19
6th Regrowth 123rd year of Ascendancy at 08:15 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TomeSucks the Cornac Brawler level 19
53rd Haze 122nd year of Ascendancy at 12:54 see stats
Log
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You pickup 0.70 gold pieces.
Skeleton archer shoots!
Skeleton archer's Shoot misses TomeSucks.
Salavea the ghoulking uses Emergency Steam Purge.
Salavea the ghoulking hits TomeSucks for (17 flat reduction), 105 fire (105 total damage).
TomeSucks the level 21 cornac brawler was burnt to death by Salavea the ghoulking on level 3 of Ruined halfling complex.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Salavea the ghoulking killed TomeSucks!
Saving game...
Talent Clinch is ready to use.
Talent Double Strike is ready to use.
Talent Concussive Punch is ready to use.
Talent Spinning Backhand is ready to use.
Talent Dig is ready to use.
Talent Open Palm Block is ready to use.
Talent Combination Kick is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.



















































































