







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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:
Improved Auto-explore and Rest 1.5.5Quality 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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. 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 1.5.10Description 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: Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.5.9Official 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.
Better Item Description 1.5.10This 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 Nekomata race 1.5.10Adds the Nekomata race. Nekomata are human/cat hybrids who have superhuman agility and strange and miraculous powers. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Nekomata |
| Class | White Monk |
| Level / Exp | 14 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Glimina the ravenous horror at level 14 on the 3rd Summertide 122nd year of Ascendancy at 08:30 / 1 |
Primary Stats
| Strength | 17 (base 11) |
| Dexterity | 46 (base 40) |
| Constitution | 15 (base 15) |
| Magic | 12 (base 10) |
| Willpower | 38 (base 38) |
| Cunning | 18 (base 10) |
Resources
| Life | -118/641 |
| Stamina | 6/209 |
| Healing Factor | 0.99054054054054 |
| Regeneration | 2.8230405405405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -10% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Barehand
| Damage | 59 |
| Accuracy | 30 |
| Crit Chance | 4% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +31% |
| Cold | +15% |
| Blight | +4% |
| Physical | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +23% |
Defense: Base
| Armour (hardiness) | 17.285714285714 (90.376569037657%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 47%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 25%( 70%) |
| Fire | + 28%( 70%) |
| Lightning | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| 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 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Agile Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Black Belt | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Transcending | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mending | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Martial Arts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Race / Nekomata | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Measured Blows |
| talent | Aura of Protection |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.86 nature damage per turn and decreasing all heals received by 25%. Insidious Poison |
| detrimental effect | The target is poisoned, taking 55.34 nature damage per turn. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You failed to protect the injured seer from death by Prox the Mighty. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Equipment
| On feet | insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +5% fire ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
| On hands | Phlegmblow (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +5% cold ----- def ----- Armour +1 Resists +9% cold +6% fire +3% darkness +3% temporal Unarmed combat: Power 99% Range: 1.4x Uses 60% Wil, 60% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Hit.r1 +4 nature On Crit.r2 +6 ice +8 nature On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | rough leather cap 'Gloranne' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +9 (+3 eff.) Die.at -40.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 13.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring 'Salana'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- S.pwr/crit +8 Res.pen +15% blight ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Max.vim +10.00 Rings can have magical properties. |
| On fingers | Getarim0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +10% cold +3% physical On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +2 Resists +6% lightning +3% physical +20% cold Rings can have magical properties. |
| Around neck | restful gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Cun ----- def ----- Fatigue -6% HP.reg +2.00 Amulets can have magical properties. |
| Main armor | Runygorach the Flashterror (9 def, 8 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +21% light +3% fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +7% Resists +3% light Mind.save +12 (+4 eff.) A suit of armour made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
Inventory
psychic's dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 8 mind Dmg.mod +3% mind ----- def ----- Armour +2 Resists +6% mind Unarmed combat: Power 124% Range: 1.4x Uses 60% Wil, 60% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
8 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 (Roguelike) difficulty)
Got a character to level 10.By Din the Nekomata White Monk level 10
9th Mirth 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Din the Nekomata White Monk level 14
2nd Summertide 122nd year of Ascendancy at 19:37 see stats
Log
Glimina the ravenous horror receives 66 healing from Din.
Glimina the ravenous horror's Blood Grasp hits Din for (24 resist armour), (63 deflected), 123 blight (123 total damage).
Din is not stunned anymore.
Talent Chakra is ready to use.
Talent Secret Fist is ready to use.
Talent Earth Render is ready to use.
--------------------------------
Din receives 15 healing.
Glimina the ravenous horror rushes out!
Din is poisoned!
Din is poisoned!
Din is dazed!
Din hits Glimina the ravenous horror for 5 physical, 11 blight, 5 physical, 11 blight (32 total damage).
Glimina the ravenous horror hits Din for (24 resist armour), 127 physical, (3 resist armour), 0 nature, (6 resist armour), 0 temporal, (13 resist armour), 0 nature, (24 resist armour), (2 deflected), 4 darkness, (24 resist armour), (24 deflected), 46 physical, (4 resist armour), 0 temporal, (9 resist armour), 0 mind, (9 resist armour), 0 nature, (24 resist armour), (2 deflected), 4 darkness (181 total damage).
--------------------------------
You are unable to move!
You are unable to move!
Din uses Infusion: Wild.
Din rearms.
Din is cured!
Din lessens the pain.
You are unable to move!
Din is not dazed anymore.
Deadly Poison from Glimina the ravenous horror hits Din for (24 resist armour), (9 deflected), 17 nature (17 total damage).
Insidious Poison from Glimina the ravenous horror hits Din for (3 resist armour), 0 nature (0 total damage).
Glimina the ravenous horror uses Dual Strike.
Din is stunned!
Saving game...









































