









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Kill Beep 1.4.6Plays beep sound when an NPC is killed. You can change the pitch of beep depending on the NPC's reaction(hostile/neutral/friendly). Select your Escorts 1.5.0Allows 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. Nur Kit 1.4.0Makes water-breathing equipment reliably available from various locations:
(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.) Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 22 / 4% |
| Size | big |
| Lifes / Deaths | Killed by elven corruptor at level 13 on the 8th Haze 122nd year of Ascendancy at 18:42 2 / 3Killed by elven cultist at level 13 on the 10th Haze 122nd year of Ascendancy at 13:29 Killed by elven cultist at level 13 on the 10th Haze 122nd year of Ascendancy at 15:19 |
Primary Stats
| Strength | 96.6464 (base 51) |
| Dexterity | 21.7048 (base 12) |
| Constitution | 17 (base 10) |
| Magic | 43.4756 (base 10) |
| Willpower | 55 (base 40) |
| Cunning | 33.348 (base 12) |
Resources
| Life | 201/636 |
| Positive | 83/83 |
| Stamina | 300/300 |
| Psi | 255/255 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 0.26403743315507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8 |
| See Stealth | 50.172438809787 |
| See Invisible | 50.172438809787 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Physical | +5% |
| Light | +4% |
| Temporal | +11% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 66.578 (100%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 20 |
| Physical Save | 51 |
| Spell Save | 37 |
| Mental Save | 35 |
Defense: Resistances
| Acid | 29%( 70%) |
| Blight | 12%( 70%) |
| Physical | 10%( 70%) |
| Cold | 23%( 70%) |
| All | 0%( 70%) |
| Darkness | 22%( 70%) |
| Light | 15%( 70%) |
| Temporal | 17%( 70%) |
| Lightning | 13%( 70%) |
| Fire | 7%( 70%) |
| Nature | 5%( 70%) |
Defense: Immunities
| Disarm Resistance | 17% |
| Stun Resistance | 22% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 252 damage for 4 turns. Its effects scale with your Cunning 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 606% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 164 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Psionic / Body snatcher | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 7/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 6/5 |
| 8/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Yarrrr!! |
| talent | Weapon of Light |
| talent | Force Shield |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Xanorita the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 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 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; The Brotherhood of Alchemists* &039;t do. I need one freshly carved off.&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed orc heart. * You&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | grounding pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +7% lightning / +7% temporal It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | nightwalker&Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +3 Wil Critical mult.: +10.00% Light radius: +2 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 | Quasit&Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +11% temporal Changes damage: +11% temporal Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 21 power out of 50/50) : Effective talent level: 2.0 Power cost: 21 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +9% light Changes resistances penetration: +25% light Spell save: +10 (+4 eff.) Mindpower: +4 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | flaming dwarven-steel greatsword of massacre (44-70.4 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire Massive two-handed swords. |
| On hands | naturalist&Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +1 Con Changes resistances: +5% nature Changes damage: +3% nature Physical save: +10 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +1 Wil Changes resistances: +12% blight / +15% darkness / +18% acid Light radius: +1 A suit of armour made of metal plates. |
| Cloak | murderer&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Mag / +2 Wil / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +11% cold Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 306 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (551% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (660% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (444% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 444% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Hurugar the GlintrageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 mind Changes stats: +2 Cun Changes resistances penetration: +15% light Changes damage: +15% mind Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +23.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 (+2 eff.) Rings can have magical properties. |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
AlozilahirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes resistances: +12% nature / +6% lightning Changes damage: +5% all Physical save: +20 (+7 eff.) Mental save: +26 (+10 eff.) Spellpower: +8 (+4 eff.) Mindpower: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
psionicist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
quiver of yew arrows of accuracy (19/19, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Voroganor the Brightkarma (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 8 light Changes resistances: +3% light / +5% physical Changes damage: +9% arcane / +6% light Physical save: +10 (+3 eff.) A suit of armour made of metal plates. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Brodyderan (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Changes resistances: +6% temporal / +6% cold / +6% fire Changes damage: +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
1000 Strings of Compressed Time 1000 Strings of Compressed TimePowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 5 When carried: Light radius: +8 It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1. This looks like a time fragment of the timestream, all compressed in a time ball of power! |
128 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 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)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 104 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Kamil the Cornac Possessor level 16
33rd Haze 122nd year of Ascendancy at 06:15 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Kamil the Cornac Possessor level 15
31st Haze 122nd year of Ascendancy at 02:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kamil the Cornac Possessor level 9
64th Dusk 122nd year of Ascendancy at 09:39 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kamil the Cornac Possessor level 20
6th Decay 122nd year of Ascendancy at 12:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kamil the Cornac Possessor level 10
64th Dusk 122nd year of Ascendancy at 09:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kamil the Cornac Possessor level 20
6th Decay 122nd year of Ascendancy at 10:06 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Kamil the Cornac Possessor level 9
10th Dusk 122nd year of Ascendancy at 03:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kamil the Cornac Possessor level 18
48th Haze 122nd year of Ascendancy at 01:46 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Kamil the Cornac Possessor level 16
33rd Haze 122nd year of Ascendancy at 02:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Kamil the Cornac Possessor level 10
70th Dusk 122nd year of Ascendancy at 23:48 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kamil the Cornac Possessor level 19
61st Haze 122nd year of Ascendancy at 00:11 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Kamil the Cornac Possessor level 6
5th Flare 122nd year of Ascendancy at 11:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kamil the Cornac Possessor level 16
33rd Haze 122nd year of Ascendancy at 06:15 see stats
Log
There is a way to the previous level here (press &039; or right click to use).
Saving game...
Saving done.
There is a way to the next level here (press &039; or right click to use).
Saving game...
Saving done.
Kamil deactivates Force Shield.
Kamil deactivates Chant of Fortress.
Kamil deactivates Yarrrr!!.
Kamil deactivates Weapon of Light.





















































