












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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 25 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 15 on the 15th Loss 122nd year of Ascendancy at 20:35 1 / 5Killed by Aerota the storm drake hatchling at level 21 on the 30th Iron 123rd year of Ascendancy at 05:44 Killed by fire wyrm at level 23 on the 15th Steel 123rd year of Ascendancy at 02:02 Killed by Aerolralle the brown bear at level 23 on the 20th Stralite 123rd year of Ascendancy at 06:11 Killed by Xerolrawyn the bandit at level 24 on the 18th Voratun 123rd year of Ascendancy at 08:54 |
Primary Stats
| Strength | 47 (base 23) |
| Dexterity | 28 (base 16) |
| Constitution | 40 (base 16) |
| Magic | 89 (base 53) |
| Willpower | 21 (base 10) |
| Cunning | 47 (base 29) |
Resources
| Life | 748/748 |
| Mana | 303/303 |
| Insanity | 0/100 |
| Healing Factor | 1.2222297605397 |
| Regeneration | 3.972246721754 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +53.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 5 |
| See Stealth | 36.659795546394 |
| See Invisible | 39.659795546394 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 42 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Acid | +27% |
| Light | +11% |
| Darkness | +34% |
| Blight | +38% |
| Arcane | +15% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +15% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 31.816419722252 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 45 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Light | + 31%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 55%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 32% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 6 turns. While Heroism is active, you will only die when reaching -382 life. The duration and life will increase by 1% for every 1% life you have lost (currently 382 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 508 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
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 Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by Emata the thief. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 3 of Old Forest) | failed |
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 Shax 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 79. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. 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.' * '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.' * 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ritch stinger. * You've found the needed green worm. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 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 | pair of voratun boots 'Corruptionnight' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag +4 Con dps ---------- Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +5 Fatigue -2% Resists +12% acid Phys.save +12 (+4 eff.) ---------- misc Max.enc +35 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of elm arrows 'Glaresorrow' (12/12, 15-21 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 15.0 - 21.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Ranged+ +14 physical On Hit.r1 +20 light +4 nature On Crit.r2 +12 light On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Olekath1.0 T5 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% light +9% fire Phys.save +12 (+4 eff.) Disarm- +20% Pinning- +20% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | champion's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex +2 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+2 eff.) ---------- misc Light +2 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 124.9 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Tulyroddarim the steel torque of mindblast [power 170] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Apr +5 ----- def ----- Armour +8 Crit.chn- 15.00% ---------- misc Max.stam +20.00 Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 21 light Ranged+ 16 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +3 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +12% arcane Res.pen +25% arcane Melee Ret 2 arcane ----- def ----- Phys.save +8 (+2 eff.) Spell.save +23 (+8 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.stam +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | rough leather belt 'Urthuvon'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +3% arcane Against +16% Summoned Melee Ret 4 arcane ----- def ----- D.Red.from +16% Summoned ---------- misc Light +2 See.Invis +3 A belt that goes around your waist. |
| In main hand | Turusin the Smolderwar (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +27% acid +30% darkness Res.pen +15% darkness ----- def ----- Resists +21% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Falyraregondur' (0 def, 2 armour) =STR=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +15% acid 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. |
| Main armor | Worm Nest (0 def, 0 armour) =worms worms worms=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +5 Cun +5 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +30 all Carrion Feet: Level 3.9 Pwr.cost 13 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault. |
| Cloak | Flashpunish the cashmere cloak (12 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Str +2 Con dps ---------- Dmg.mod +6% fire Melee Ret 6 fire ----- def ----- Armour +6 Defense +12 (+4 eff.) Resists +6% fire Phys.save +16 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Islema the Glacierraven0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% Dmg.mod +12% blight +9% cold Res.pen +10% blight ----- def ----- Fatigue -10% HP.reg +3.00 ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
Inventory
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Jetenvy (28-38 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 darkness On Hit: * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Mind.crit +4% Dmg.mod +12% darkness Res.pen +15% mind ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, long, and deadly. |
Dridur the elven-silk robe (20 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +7 Con dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +18% nature ----- def ----- Defense +20 (+7 eff.) Resists +12% cold +12% nature +15% all Poison- +37% Disease- +36% Cut- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Rhychak' (15 def, 4 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +3% physical +15% all Mind.save +21 (+7 eff.) Cut- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
murderer's linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun dps ---------- Spell.crit +4% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinynne (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +1 Str +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% blight ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 A pair of boots made of leather. |
Malirand the Heatsmash (0 def, 3 armour) =dex=2.0 T3 feet armor [Rare] Nature While equipped: Stats +7 Dex +3 Cun +2 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Resists +9% fire HP.reg +4.00 Heal.mod +13% A pair of boots made of leather. |
Zanitorach (2 def, 0 armour) =str=2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Str +1 Dex +4 Con dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.16 A pointy cloth hat, very wizardly... |
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. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star =while carried=1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness =while carried=3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
Rungof's Fang =while carried=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Torodan the dwarven-steel pickaxe (dig speed 28 turns) =ST=3.0 T3 digger tool [Rare] Nature While equipped: Stats +1 Cun +4 Str dps ---------- Dmg.mod +7% nature Res.pen +20% physical Melee Ret 6 physical ----- def ----- Defense +15 (+5 eff.) Resists +12% nature ---------- misc Max.hate +10.00 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Nightmare 2 the Drem Writhing One level 24
23rd Stralite 123rd year of Ascendancy at 01:16 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nightmare 2 the Drem Writhing One level 12
22nd Profit 122nd year of Ascendancy at 00:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nightmare 2 the Drem Writhing One level 19
17th Iron 123rd year of Ascendancy at 15:59 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nightmare 2 the Drem Writhing One level 22
1st Steel 123rd year of Ascendancy at 21:03 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nightmare 2 the Drem Writhing One level 10
2nd Profit 122nd year of Ascendancy at 00:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nightmare 2 the Drem Writhing One level 20
18th Iron 123rd year of Ascendancy at 16:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Nightmare 2 the Drem Writhing One level 22
8th Steel 123rd year of Ascendancy at 19:57 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Nightmare 2 the Drem Writhing One level 23
20th Stralite 123rd year of Ascendancy at 13:52 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Nightmare 2 the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 09:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Nightmare 2 the Drem Writhing One level 12
38th Profit 122nd year of Ascendancy at 00:56 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Nightmare 2 the Drem Writhing One level 24
20th Voratun 123rd year of Ascendancy at 08:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nightmare 2 the Drem Writhing One level 19
29th Shortage 122nd year of Ascendancy at 05:25 see stats
Log
Ran for 11 turns (stop reason: at door).
Ran for 2 turns (stop reason: didn't move).
Today is the 3rd Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 28 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
You gain 4.06 gold from the transmogrification of scouring hardened leather gloves (0 def, 2 armour).
You gain 19.35 gold from the transmogrification of Betalaith (12-15 power, 6 apr).
You gain 12.78 gold from the transmogrification of Velyletira (14-20 power, 3 apr).
You gain 6.02 gold from the transmogrification of truestriking steel greatmaul of crippling (28-41 power, 2 apr).
You gain 3.17 gold from the transmogrification of surging ash magestaff of might (15-18 power, 3 apr, lightning element).
You gain 2.85 gold from the transmogrification of shimmering ash vilestaff (15-18 power, 3 apr, blight element).
You gain 5.76 gold from the transmogrification of shimmering ash magestaff of wizardry (15-18 power, 3 apr, cold element).
You gain 13.67 gold from the transmogrification of Blindnail.
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 19).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; magical, mental; dur 2; cd 11).
You gain 1.17 gold from the transmogrification of healing infusion of the sneak (heal 153; cd 14).
You gain 1.11 gold from the transmogrification of healing infusion of the duelist (heal 96; cd 11).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.























































































