Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Ashes of Urh'Rok 1.4.0Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines 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: Doctornull's Class Pack 1.4.2This 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. Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Mantis |
Class | Ritch |
Level / Exp | 14 / 95% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 45 (base 39) |
Dexterity | 62 (base 39) |
Constitution | 39 (base 39) |
Magic | 37 (base 39) |
Willpower | 39 (base 39) |
Cunning | 55 (base 39) |
Resources
Life | 1023/1023 |
Stamina | 162/162 |
Equilibrium | 55 |
Healing Factor | 1.278738161724 |
Regeneration | 22.825476186774 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 7.6498421563201 |
See Stealth | 44.123026954001 |
See Invisible | 6 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Penetration
All | +6% |
Defense: Base
Armour (hardiness) | 41.649087560062 (49.223974016081%) |
Defense | 72 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 37 |
Mental Save | 47 |
Defense: Resistances
All | + 2%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Inscriptions (0/0)
Class Talents
Wild-child / Fervency | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Strewn | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Stinger | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Agonize | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-child / Metal Rending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-child / Extravagancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-heart / Firestarter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Ego / Mantis | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-heart / Wing Pod | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Bloodletting Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-child / Cold Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-child / Cutting Edge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Hoarding Beast | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Natural Combat | 1.20 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
talent | Open Veins |
talent | Flutter |
talent | Swordbreaker |
talent | Lacerating Strikes |
talent | Strong-Arm |
beneficial effect | These weapons won't last forever... Impermanence(140/229) d.steel, insid, massacre (426/515) Shantiz the Stormblade (15-19.5 power, 20 apr) [durability 426/515] |
Quests
You failed to protect the injured seer from death by large brown snake. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Luck by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You have explored the Maze. Go tell the Summoner what you saw! * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? | 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 |
You are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
Tool | sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tool | sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Left hook | Shantiz the Stormblade (15-19.5 power, 20 apr) [durability 426/515] Shantiz the Stormblade (15-19.5 power, 20 apr) [durability 426/515]Requires: - Talent Engraft Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Durability: 426/515 This surreal dagger crackles with the intensity of a vicious storm. |
Around neck | clarifying steel amulet of strength (+4) clarifying steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% mind Confusion immunity: +28% Amulets can have magical properties. |
In mouth | Nightsmash (2-2.2 power, 12 apr, nature damage) Nightsmash (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Changes stats: +3 Cun / +1 Con Changes resistances: +2% physical Critical mult.: +7.00% Mental save: +3 (+1 eff.) Maximum stamina: +25.00 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Right hook | insidious dwarven-steel longsword of massacre (32-44.8 power, 4 apr) [durability 140/229] insidious dwarven-steel longsword of massacre (32-44.8 power, 4 apr) [durability 140/229]Requires: - Talent Engraft Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.0 - 44.8 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +22 insidious poison Durability: 140/229 Sharp, long, and deadly. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Glimmerwind' (0 def, 1 armour) rough leather cap 'Glimmerwind' (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Changes stats: +7 Lck Changes resistances penetration: +10% arcane Changes damage: +9% light / +6% arcane Critical mult.: +5.00% Physical save: +12 (+4 eff.) Spell crit. chance: +4% Mental crit. chance: +3% A cap made of leather. |
Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Inventory
steel greatsword of vileness (20-32 power, 2 apr) steel greatsword of vileness (20-32 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to disease Damage (Melee): +16 blight Massive two-handed swords. |
caustic dwarven-steel greatsword of erosion (36-57.6 power, 2 apr) caustic dwarven-steel greatsword of erosion (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to corrode armour Damage (Melee): +12 nature / +16 temporal When wielded/worn: Changes resistances penetration: +10% acid Life regen: +2.00 Massive two-handed swords. |
slime-covered iron dagger of projection (9.5-12.35 power, 5 apr) [durability 113/113] slime-covered iron dagger of projection (9.5-12.35 power, 5 apr) [durability 113/113]Requires: - Talent Engraft Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 4% Damage (Melee): +5 mind Durability: 113/113 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Branildir the linen cloak (1 def, 0 armour) Branildir the linen cloak (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+6 eff.) Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -8% Changes resistances: +9% temporal / +3% cold Cut immunity: +10% Silence immunity: +15% Maximum life: +47.00 Maximum stamina: +13.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
4 agate 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. |
5 spinel 5 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. |
3 ametrine 3 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. |
citrine 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 zircon 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
115 alchemist agate 115 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. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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
By Skreek the Mantis Ritch level 10
3rd Mirth 122nd year of Ascendancy at 07:39 see stats
Log
Skreek picks up (e.): fungal cured leather sling of cold.
Skreek picks up (h.): traveler's pair of rough leather boots of tirelessness (0 def, 1 armour).
Skreek picks up (i.): naturalist's rough leather gloves of strength (+2) (0 def, 1 armour).
Skreek picks up (f.): prismatic steel mail armour (2 def, 6 armour).
Skreek picks up (e.): flaming steel steamsaw of massacre (19.5-29.25 power, 8 apr).
Skreek picks up (e.): chilling steel steamsaw of physical resistance (+10%) (13.5-20.25 power, 8 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
You gain 1.80 gold from the transmogrification of Trophy of a Gwelgoroth.
You gain 1.68 gold from the transmogrification of Trophy of a Greater gwelgoroth.
You gain 8.20 gold from the transmogrification of Trophy of Ultimate gwelgoroth.
You gain 8.68 gold from the transmogrification of Trophy of Ultimate gwelgoroth.
You gain 2.20 gold from the transmogrification of naturalist's rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 3.49 gold from the transmogrification of traveler's pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 10.30 gold from the transmogrification of Zerablek the Skypierce (1 def, 0 armour).
You gain 1.46 gold from the transmogrification of prismatic steel mail armour (2 def, 6 armour).
You gain 2.29 gold from the transmogrification of fungal cured leather sling of cold.
You gain 1.66 gold from the transmogrification of flaming steel steamsaw of massacre (19.5-29.25 power, 8 apr).
You gain 1.71 gold from the transmogrification of chilling steel steamsaw of physical resistance (+10%) (13.5-20.25 power, 8 apr).
You gain 12.25 gold from the transmogrification of Layerikira (10-12 power, 2 apr, light element).
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Skreek deactivates Open Veins.
Skreek deactivates Swordbreaker.
Skreek deactivates Strong-Arm.
Skreek deactivates Flutter.
Skreek deactivates Lacerating Strikes.