









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
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. 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:
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: 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 | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Archmage |
| Level / Exp | 20 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Zubasewe the copperhead snake at level 13 on the 20th Wealth 122nd year of Ascendancy at 04:08 4 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 63 (base 48) |
| Willpower | 32 (base 30) |
| Cunning | 21 (base 21) |
Resources
| Life | 375/375 |
| Mana | 145/227 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 1.2966119162504 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.851795037758% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 24 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Lightning | +82% |
| Light | +15% |
| Darkness | +14% |
| Blight | +26% |
| Arcane | +26% |
| Cold | +34% |
| All | +11% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +10% |
| Arcane | +5% |
| Physical | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 14 (45%) |
| Defense | 9 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 28 |
| Mental Save | 36 |
Defense: Resistances
| Mind | + 14%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 16%( 70%) |
| Darkness | + 12%( 70%) |
| Cold | + 36%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 24%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 62% |
| Pinning Resistance | 93% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| 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 356 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 73 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 442% 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 Constitution stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Arcane Shield |
| talent | Chant of Fortress |
| talent | Shielding |
| beneficial effect | The target is surrounded by a time distortion, absorbing 558/558 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 25. Intimidated |
| beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
| beneficial effect | All damage increased by 11%. Charm: Damage |
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 failed to protect the lost sun paladin from death by asdf. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' 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 length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Blizzardstrider the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Fatigue -5% Resists +3% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Light source | Shockwilder the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +12% blight Melee Ret 6 lightning ----- def ----- Resists +12% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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 | Glorolewen (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% lightning +3% blight ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% mind Max.HP +60.00 Silence- +10% ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
| Tool | ash wand of lightning storm 'Dairidegas' [power 188] (14/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% physical Acc +10 (+5 eff.) ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Stam/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (342 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Stormlord'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning +9% cold Melee Ret 6 lightning ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
| On fingers | Rhurim0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +11% cold ----- def ----- Resists +22% cold Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
| Around waist | Xanylewe the Galestinger1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +3% darkness Res.pen +5% lightning +5% arcane ----- def ----- Resists +3% lightning +5% fire +3% darkness +5% cold A belt that goes around your waist. |
| In main hand | Chodenarigas the Murkhacker (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% lightning Res.pen +5% darkness Melee Ret 4 darkness ---------- misc Mana/turn +0.11 Max.mana +34.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 light Dmg.mod +4% light Acc +11 (+6 eff.) ----- def ----- Armour +2 Resists +8% 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. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Arcwrecker the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- S.pwr/crit +6 Dmg.mod +3% lightning Res.pen +15% lightning Melee Ret 2 temporal ----- 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. |
| Around neck | copper amulet 'Sparkroar'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +10% light +20% physical ----- def ----- Armour +4 Defense +5 (+5 eff.) Resists +3% lightning Phys.save +3 (+2 eff.) Amulets make your neck look great! |
Inventory
manasurge rune of the duelist (regen 678% over 10 turns; mana 34; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 678% for 10 turns (47 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
warrior's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
copper ring 'Glitterlady'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +9% mind Res.pen +25% mind ----- def ----- Resists +22% lightning +3% light ---------- misc Equi/ret +0.16 Max.psi +10.00 Rings make your fingers look great! |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
steel shield (0 def, 4 armour, 36.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Quenchbloom the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +12% cold Melee Ret 2 light ----- def ----- Resists +16% acid +6% cold +20% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+13 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.87 to 173.61 lightning damage (115.74 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Silyvea (26 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +26 (+18 eff.) Resists +3% acid +1% physical Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Heal.mod +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Singebearer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +10% mind Apr +4 Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +1 (+1 eff.) Resists +11% nature +12% blight Die.at -40.00 life HP.reg +2.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Charquench the pair of rough leather boots (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Melee Ret 10 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Defense +4 (+4 eff.) Resists +9% cold +3% fire A pair of boots made of leather. |
Torchstreak (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Resists +6% temporal +9% fire HP.reg +2.00 Blind- +10% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots 'Ximitta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Resists +3% lightning +12% fire +6% temporal ---------- misc Max.hate +2.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
242 alchemist agate0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By asdf the Drem Archmage level 9
40th Profit 122nd year of Ascendancy at 19:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By asdf the Drem Archmage level 10
9th Wealth 122nd year of Ascendancy at 12:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By asdf the Drem Archmage level 20
17th Loss 122nd year of Ascendancy at 11:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By asdf the Drem Archmage level 17
14th Dearth 122nd year of Ascendancy at 22:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By asdf the Drem Archmage level 8
10th Profit 122nd year of Ascendancy at 02:11 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By asdf the Drem Archmage level 15
28th Wealth 122nd year of Ascendancy at 11:44 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By asdf the Drem Archmage level 19
17th Loss 122nd year of Ascendancy at 03:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By asdf the Drem Archmage level 15
4th Dearth 122nd year of Ascendancy at 00:44 see stats
Log
asdf killed Dire wolf!
asdf killed Wolf!
asdf killed White wolf!
Wolf rushes out!
Wolf misses asdf.
Asdf's spell attains critical power!
Asdf's spell attains critical power!
Thunderstorm hits White wolf for 59 lightning damage.
Thunderstorm hits Wolf for 83 lightning damage.
Thunderstorm hits Dire wolf for 13 lightning, 101 lightning (114 total damage).
Thunderstorm hits Warg for 13 lightning, 101 lightning (114 total damage).
Asdf conjures a lightning storm from his ash wand of lightning storm 'Dairidegas'!
Wolf misses asdf.
Warg is recovering from the damage!
Asdf's spell attains critical power!
Thunderstorm hits Wolf for 133 lightning damage.
Thunderstorm hits Dire wolf for 52 lightning damage.
Thunderstorm hits White wolf for 70 lightning damage.
Thunderstorm hits Wolf for 35 lightning damage.
Thunderstorm hits Dire wolf for 133 lightning damage.
Thunderstorm hits Warg for 87 lightning damage.
You collect a new ingredient: warg claw (1).
Thunderstorm killed Wolf!
Asdf's dazing lightning area effect hits Dire wolf for 68 lightning damage.
Asdf's dazing lightning area effect hits Warg for 68 lightning damage.
Asdf's dazing lightning area effect killed Dire wolf!
Asdf's dazing lightning area effect killed Warg!
The furious lightning storm around asdf calms down and disappears.
























































































