Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 18 / 48% |
| Size | big |
| Lifes / Deaths | Killed by Emelimira the copperhead snake at level 18 on the 10th Mirth 122nd year of Ascendancy at 02:00 / 1 |
Primary Stats
| Strength | 45.170224963639 (base 38) |
| Dexterity | 14 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 18.170224963639 (base 10) |
| Willpower | 51.340449927278 (base 45) |
| Cunning | 20 (base 10) |
Resources
| Life | -78/474 |
| Hate | 100/100 |
| Equilibrium | 10 |
| Psi | 138/141 |
| Healing Factor | 1.1129991612196 |
| Regeneration | 1.5025488676465 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 38 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Nature | +30% |
| Fire | +19% |
| Mind | +19% |
| All | +10% |
Offense: Damage Penetration
| Arcane | +5% |
| Lightning | +40% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.030927835052%) |
| Defense | 30 |
| Ranged Defense | 33 |
| Fatigue | 21 |
| Physical Save | 21 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Physical | + 33%( 73%) |
| Cold | + 34%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 32%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Poison Resistance | 20% |
| Silence Resistance | 5% |
| Teleport Resistance | 5% |
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 59 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -3 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target is out of phase with reality, increasing defense by 30, resist all by 30%, and reducing the duration of detrimental timed effects by 30%. Out of Phase |
| detrimental effect | Huge cut that bleeds, doing 8.37 physical damage per turn. Bleeding |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 20% of the way to your next Rank. You have killed: 11 Uniques 14 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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 |
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 |
Equipment
| On feet | Issethad the pair of rough leather boots (Nightmares) (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% nature / +6% temporal Silence immunity: +5% Teleport immunity: +5% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 101% 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. |
| Quiver | Singewing the pouch of iron shots (23/23, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 On weapon hit: * Slows global speed by 40% Damage (Ranged): +8 fire / +7 darkness Burst (radius 2) on crit: +16 fire Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
| On hands | Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Corpses These gloves are coated with a thick, green liquid. |
| On head | Amirach the Cleanseenvy (Misfortune) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 mind Changes resistances: +10% darkness / +11% light / +3% nature / +3% mind Changes damage: +9% mind Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of cure ailments 'Arcveil' [power 1] (6/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Changes damage: +9% nature Talent cooldown: Rushing Claws (-2 turns) Talent granted: +3 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
| Around neck | restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.10 Amulets can have magical properties. |
| In main hand | iron greatsword 'Moldbloom' (Nightmares) (16-25.6 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 temporal / +20 nature / +8 arcane Burst (radius 1) on hit: +4 nature When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +6% nature Curse of Nightmares Massive two-handed swords. |
| Main armor | Ivyrinn the Shockflash (Nightmares) (3 def, 14 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +29% acid / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning Curse of Nightmares A suit of armour made of metal plates. |
| Light source | Searkiss the brass lanternInfused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag Changes damage: +9% fire Physical save: +5 (+3 eff.) Light radius: +5 Infravision radius: +3 Healing mod.: +12% 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. |
| Around waist | rough leather belt 'Strikerebel' (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +1 Cun Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +3% lightning Reduced damage from: +17% Summoned Grants telepathy: Dragon Mental save: +9 (+5 eff.) Curse of Corpses A belt that goes around your waist. |
Inventory
healing infusion of the wizard (heal 64)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. 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. |
sun infusion (rad 5; power 20; turns 3; dispels darkness)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. 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. |
Glowrupture (Nightmares) (12.5-18.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 10% chance to disease Damage (Melee): +10 blight / +10 cold / +16 light When wielded/worn: Armour: +4 Changes resistances: +3% temporal Changes damage: +6% light Disease immunity: +20% Only die when reaching: -40.00 life Curse of Nightmares Massive two-handed battleaxes. |
Stormspitter (Corpses) (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid Curse of Corpses Sharp, long, and deadly. |
Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
grounding rough leather belt of the giants (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +5% lightning / +6% temporal Spell save: +5 (+3 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Silk Current (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+3 eff.) Movement speed: +15% Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
Urykor (Corpses) (0 def, 4 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Changes resistances: +7% blight / +1% physical / +16% darkness Changes resistances penetration: +5% physical Changes damage: +11% darkness / +3% physical Life regen: +2.50 Maximum life: +55.00 Healing mod.: +13% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Earudrasakath' (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +9% lightning / +6% temporal / +2% physical Changes damage: +6% light / +6% darkness Mana each turn: +0.12 Maximum mana: +49.00 Spellpower: +22 (+12 eff.) Spell crit. chance: +13% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Skytrial' (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +3 Con Changes resistances: +16% nature / +12% darkness Changes damage: +18% nature / +6% lightning Poison immunity: +26% Disease immunity: +23% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (Nightmares) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed by 30% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
iron helm 'Layytira' (Misfortune) (5 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +3 Cun / +1 Con Changes damage: +12% acid Physical save: +12 (+6 eff.) Infravision radius: +1 See invisible: +6 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Taintvein' (Corpses) (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +5% Changes stats: +5 Str Changes resistances penetration: +5% nature Physical save: +3 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brenekath (Misfortune) (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 physical Changes resistances: +3% blight / +6% temporal / +6% arcane Changes damage: +18% blight / +9% temporal Spell save: +12 (+6 eff.) Curse of Misfortune A suit of armour made of leather. |
Halirefang (Shrouds) (5 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +5 Wil Changes resistances: +17% fire Changes resistances penetration: +10% arcane Changes damage: +9% arcane Mental crit. chance: +2% Movement speed: +20% Curse of Shrouds A suit of armour made of leather. |
Cracklereeve (Madness) (4 def, 17 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 20 acid Changes resistances: +8% acid / +7% cold Changes resistances penetration: +15% acid Changes damage: +6% acid / +3% lightning Allows you to breathe in: water Physical save: +7 (+4 eff.) Curse of Madness A suit of armour made of metal plates. |
4 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. |
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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)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 182 power out of 386/400. 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
4 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. |
4 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. |
3 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Ndidisiteg the Ogre Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
The Arena (Nightmare (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By Ndidisiteg the Ogre Cursed level 14
3rd Mirth 122nd year of Ascendancy at 07:20 see stats
Log
Ndidisiteg is dazed!
Ndidisiteg calms down.
Burning from Emelimira the copperhead snake hits Ndidisiteg for 13 fire damage.
You are unable to move!
You are unable to move!
Ndidisiteg activates his elm totem of cure ailments 'Arcveil'!
Ndidisiteg is not dazed anymore.
Ndidisiteg is free from the hex.
Burning from Emelimira the copperhead snake hits Ndidisiteg for 13 fire damage.
Emelimira the copperhead snake casts Channel Staff.
Golem (servant of Emelimira the copperhead snake) seems less dangerous.
Golem (servant of Emelimira the copperhead snake) uses Knockback.
Ndidisiteg resists the knockback!
Golem (servant of Emelimira the copperhead snake) hits Ndidisiteg for 2 physical damage.
Ndidisiteg hits Golem (servant of Emelimira the copperhead snake) for 18 nature, 12 mind, 9 lightning (39 total damage).
Ndidisiteg stops burning.
Emelimira the copperhead snake casts Bone Grab.
Your hatred grows even as your life fades! (+4 hate)
Ndidisiteg starts to bleed.
Ndidisiteg shrugs off the effect 'Pinned to the ground'!
Emelimira the copperhead snake hits Ndidisiteg for 56 physical damage.
Ndidisiteg rushes out, claws sharp and ready!
Golem (servant of Emelimira the copperhead snake) is pinned to the ground.
Bleeding from Emelimira the copperhead snake hits Ndidisiteg for 6 physical damage.
Emelimira the copperhead snake casts Flash Freeze.
Your hatred grows even as your life fades! (+10 hate)
Saving game...






























































