











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
ZOmnibus Addon Pack 1.7.0Combines 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: Better Item Description 1.6.6This 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 Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 14 / 39% |
| Size | big |
| Lifes / Deaths | Killed by arcane crystal at level 4 on the 77th Pyre 122nd year of Ascendancy at 04:11 4 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 46 (base 40) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | 363/363 |
| Stamina | 139/139 |
| Healing Factor | 1.2383363011315 |
| Regeneration | 2.5385894173196 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 33% |
| APR | 11 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 48 |
| Crit Chance | 34% |
| APR | 10 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Physical | +6% |
| Nature | +6% |
| Arcane | +9% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 13 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 21%( 70%) |
| Light | + 35%( 70%) |
| Nature | + 13%( 70%) |
| Cold | + 14%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 34%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 Shade. | 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. | active |
Equipment
| On feet | Arcpulverizer the pair of iron boots (0 def, 11 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Res.pen +5% lightning +10% physical Apr +7 ----- def ----- Armour +11 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Isuldana the iron helm (10 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +3% fire +7% cold Die.at -20.00 life ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Neratha (5 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% nature +6% physical Acc +5 (+1 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% nature Die.at -80.00 life Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zeradig the Bogsmasher (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature Melee Ret 4 nature ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Layarassra the Phoenixstinger0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +20 (+6 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +3% fire ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| On fingers | savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +8 (+4 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | thought-forged dwarven-steel mace of massacre (36-51 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 mind On Hit: * 15% chance to reduce all saves and defense by 12 While equipped: Stats +3 Cun +2 Wil Blunt and deadly. |
| Around waist | rough leather belt 'Relgadig'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Defense +25 (+7 eff.) Phys.save +6 (+3 eff.) HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
| In off hand | balanced steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
| Cloak | linen cloak 'Xeroth' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane +3% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Max.HP +31.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (speed 511%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 511% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+11 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
creative living mindstar (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Crit.mult +8.00% Mind.pwr +10 (+6 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pair of rough leather boots 'Layubeth' (0 def, 1 armour) =3mag=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Mag +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +1 Resists +6% fire +6% cold Spell.save +9 (+8 eff.) A pair of boots made of leather. |
Stormmark the pair of iron boots (0 def, 3 armour) =6cun 5con=3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +6 Cun +5 Con dps ---------- Res.pen +10% lightning Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% ---------- misc See.Invis +6 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Noonpulverizer' (0 def, 1 armour) =3cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+3 eff.) Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% fire ---------- misc Light +3 A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) =3con=3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
142 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. |
Infernosnake2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 2 temporal ----- def ----- Resists +3% fire Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +6 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Krog Marauder the Krog Marauder level 10
3rd Mirth 122nd year of Ascendancy at 13:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Krog Marauder the Krog Marauder level 8
2nd Mirth 122nd year of Ascendancy at 12:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Krog Marauder the Krog Marauder level 14
3rd Summertide 122nd year of Ascendancy at 17:48 see stats
Log
Ran for 43 turns (stop reason: at exit).
--------------------------------
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 21 turns (stop reason: at exit).
--------------------------------
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 2nd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
--------------------------------
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
--------------------------------
Saving done.
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
--------------------------------
There is a Derth (Town) here (press '' or right click to use).
Today is the 5th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.


























































































