Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamtech UI 1.1.4 Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Ashes of Urh'Rok 1.2.4Official Expansion!Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved Auto-explore and Rest 1.3.1Quality 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. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Marauder |
| Level / Exp | 15 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 15 on the 52nd Dusk 122nd year of Ascendancy at 22:32 / 1 |
Primary Stats
| Strength | 31 (base 33) |
| Dexterity | 36 (base 29) |
| Constitution | 23 (base 20) |
| Magic | 18 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -7/438 |
| Stamina | 141/160 |
| Healing Factor | 1.15 |
| Regeneration | 0.2875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.45 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 23.92 (81.030927835052%) |
| Defense | 25.178623336444 |
| Ranged Defense | 25.178623336444 |
| Fatigue | 28 |
| Physical Save | 25.95 |
| Spell Save | 21.625 |
| Mental Save | 19.7 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
| detrimental effect | The target is on fire, taking 19.48 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Reduces all incoming lightning, blight, mind, darkness damage by 73. Charged Psionic Shield |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
Escort the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 | [vs. Dazzledash the pair of rough leather boots (0 def, 1 armour) (On feet)] Dazzledash the pair of rough leather boots (0 def, 1 armour)Dazzledash the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Physical save: +6 (+3 eff.) (-) Spell save: +5 (+3 eff.) (-) Mental save: +5 (+5 eff.) (-) Maximum hate: +2.00 (-) Light radius: +2 (-) A pair of boots made of leather. |
| Light source | [vs. survivor's brass lantern of health (Light source)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) (-) Maximum life: +41.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) 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 | [vs. grounding iron helm (0 def, 3 armour) (On head)] grounding iron helm (0 def, 3 armour)grounding iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes resistances: +6%(-) lightning / +6%(-) temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. supercharged steel torque of charged psionic shield [power 73] (18/25 cooldown) (Tool)] supercharged steel torque of charged psionic shield [power 73] (18/25 cooldown)supercharged steel torque of charged psionic shield [power 73] (18/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 73 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Voreta (On fingers, 1 of 2)] VoretaVoreta Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Damage when hit (Melee): 8(-) arcane Changes stats: +5(-) Dex / +2(-) Mag / +9(-) Cun Changes resistances: +24%(-) light Changes resistances penetration: +5%(-) arcane / +10%(-) temporal Changes damage: +12%(-) light Spellpower: +6 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Voreta (On fingers, 1 of 2)] wizard's steel ring of tenacitywizard's steel ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Damage when hit (Melee): 0(-8) arcane Changes stats: +0(-5) Dex / +3(+1) Mag / +0(-9) Cun Changes resistances: +0%(-24%) light Changes resistances penetration: +0%(-5%) arcane / +0%(-10%) temporal Changes damage: +0%(-12%) light Spell save: +6 (+3 eff.) Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +27.00 Spellpower: +0 (+0 eff.) (-6 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] Arymaresus the Darkoblivion (13-16.9 power, 6 apr)Arymaresus the Darkoblivion (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +4(-) darkness Burst (radius 1) on hit: +6(-) fire Burst (radius 2) on crit: +8(-) darkness When wielded/worn: Changes resistances penetration: +5%(-) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (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 masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| In off hand | [vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] acidic steel dagger of vileness (11.5-14.95 power, 6 apr)acidic steel dagger of vileness (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-1.5 - -2.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 6% chance to disease (+6%) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid / +0(-4) darkness / +4 blight Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes resistances penetration: +0%(-5%) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Phoenixrend the linen cloak (1 def, 0 armour) (Cloak)] Phoenixrend the linen cloak (1 def, 0 armour)Phoenixrend the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 4(-) fire Changes stats: +2(-) Con Maximum life: +32.00 (-) Healing mod.: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. spiked steel plate armour of resilience (4 def, 9 armour) (Main armor)] spiked steel plate armour of resilience (4 def, 9 armour)spiked steel plate armour of resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 10(-) physical Maximum life: +21.00 (-) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 190 over 5 turns) regeneration infusion of the titan (heal 190 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 190 life over 5 turns. Its effects scale with your Constitution 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. |
[vs. Withering Orbs (Around neck)] warrior's copper amuletwarrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +6% physical Stamina each turn: +0.30 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Voreta (On fingers, 1 of 2)] copper ring of fire (+20%)copper ring of fire (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Damage when hit (Melee): 0(-8) arcane Changes stats: +0(-5) Dex / +0(-2) Mag / +0(-9) Cun Changes resistances: +0%(-24%) light / +20% fire Changes resistances penetration: +0%(-5%) arcane / +0%(-10%) temporal Changes damage: +0%(-12%) light / +10% fire Spellpower: +0 (+0 eff.) (-6 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Voreta (On fingers, 1 of 2)] steel ring 'Ulfogachik'steel ring 'Ulfogachik' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Damage when hit (Melee): 4 blight / 0(-8) arcane Changes stats: +0(-5) Dex / +0(-2) Mag / +0(-9) Cun Changes resistances: +0%(-24%) light Changes resistances penetration: +15% blight / +0%(-10%) temporal / +0%(-5%) arcane Changes damage: +6% mind / +0%(-12%) light Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-6 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] Earylathabar the iron dagger (9.5-12.35 power, 5 apr)Earylathabar the iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4(-3.5 - -4.6) Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-1) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances penetration: +0%(-5%) darkness Disarm immunity: +17% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] acidic iron dagger of massacre (14-18.2 power, 5 apr)acidic iron dagger of massacre (14-18.2 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2(+1.0 - +1.3) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-1) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid / +0(-4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes resistances penetration: +0%(-5%) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] flaming steel dagger of paradox (11.5-14.95 power, 6 apr)flaming steel dagger of paradox (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-1.5 - -2.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-4) darkness / +6 temporal Burst (radius 1) on hit: +5(-1) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +0%(-5%) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] iron dagger (10.5-13.65 power, 5 apr)iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(-2.5 - -3.3) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-1) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes resistances penetration: +0%(-5%) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] iron dagger (11-14.3 power, 5 apr)iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3(-2.0 - -2.6) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-1) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes resistances penetration: +0%(-5%) darkness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand, 1 of 2)] Blindpain (5-5.5 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. Blindpain (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-8.0 - -11.4) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Physical crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to inflict damage reduction (+20%) Damage (Melee): +8(+4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% light / +0%(-5%) darkness Changes damage: +6% light Critical mult.: +6.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. Arymaresus the Darkoblivion (13-16.9 power, 6 apr) (In main hand)] steel waraxe (12-16.8 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8(-1.0 - -0.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-3) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) darkness Burst (radius 1) on hit: +0(-6) fire Burst (radius 2) on crit: +0(-8) darkness When wielded/worn: Changes resistances penetration: +0%(-5%) darkness One-handed war axes. |
[vs. Phoenixrend the linen cloak (1 def, 0 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Defense: +0 (+0 eff.) (-1 (+0 eff.)) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-2) Con Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Maximum life: +0.00 (-32.00) Spellpower: +6 (+3 eff.) Healing mod.: +0% (-5%) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 51.18 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. Dazzledash the pair of rough leather boots (0 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) Fatigue: +2% (+1%) Damage (Melee): 0(-30) item light blind Changes stats: +4 Cun Stealth bonus: +10 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-5 eff.)) Maximum hate: +0.00 (-2.00) Light radius: +0 (-2) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. Dazzledash the pair of rough leather boots (0 def, 1 armour) (On feet)] scholar's pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+1%) Damage (Melee): 0(-30) item light blind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-5 eff.)) Maximum hate: +0.00 (-2.00) Spellpower: +4 (+2 eff.) Light radius: +0 (-2) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Spell save: +4 (+2 eff.) Poison immunity: +0% (-20%) Mindpower: +4 (+2 eff.) (+2 (+1 eff.)) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. grounding iron helm (0 def, 3 armour) (On head)] iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. spiked steel plate armour of resilience (4 def, 9 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-7) Defense: +1 (+0 eff.) (-3 (-2 eff.)) Fatigue: +6% (-16%) Damage when hit (Melee): 0(-10) physical Maximum life: +0.00 (-21.00) A suit of armour made of leather. |
[vs. spiked steel plate armour of resilience (4 def, 9 armour) (Main armor)] troll-hide cured leather armour of the deep (2 def, 5 armour)troll-hide cured leather armour of the deep (2 def, 5 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 (-4) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +7% (-15%) Damage when hit (Melee): 0(-10) physical Changes resistances: +6% acid / +9% cold Allows you to breathe in: water Life regen: +3.90 Maximum life: +0.00 (-21.00) Healing mod.: +15% A suit of armour made of leather. |
[vs. supercharged steel torque of charged psionic shield [power 73] (18/25 cooldown) (Tool)] iron pickaxe of endurance (dig speed 37 turns)iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. survivor's brass lantern of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum life: +0.00 (-41.00) Light radius: +4 (+2) Healing mod.: +10% (-) It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. survivor's brass lantern of health (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum life: +0.00 (-41.00) Light radius: +2 (-) Healing mod.: +0% (-10%) 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 Orb 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Kali the Doomelf Marauder level 15
52nd Dusk 122nd year of Ascendancy at 08:41 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Kali the Doomelf Marauder level 6
1st Mirth 122nd year of Ascendancy at 00:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kali the Doomelf Marauder level 10
15th Dusk 122nd year of Ascendancy at 15:25 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kali the Doomelf Marauder level 6
3rd Mirth 122nd year of Ascendancy at 01:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kali the Doomelf Marauder level 9
9th Dusk 122nd year of Ascendancy at 05:47 see stats
Log
Kali hits Fire drake hatchling for 0 fire damage.
Kali hits Fire drake hatchling for 55 physical, 4 darkness, 2 mind, , 0 fire, 36 physical, 5 acid, , 4 blight, 2 mind, (109 total damage).
Fire drake hatchling hits Kali for 5 fire, 5 fire (10 total damage).
Fire drake breathes fire!
Emaretira, the lost sun paladin is on fire!
Kali is on fire!
Fire drake hatchling is on fire!
Fire drake hatchling is on fire!
Fire drake hits Kali for 131 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Emaretira, the lost sun paladin for 117 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits Kali for 31 physical damage.
Kali hits Fire drake hatchling for 0 fire, 8 arcane, 10 physical (18 total damage).
Kali hits Fire drake for 0 fire damage.
Kali hits Fire drake hatchling for 0 fire damage.
Kali hits Fire drake hatchling for 46 physical, 4 darkness, 5 mind, , 0 fire, 37 physical (92 total damage).
Fire drake hatchling hits Kali for 5 fire, 5 fire (10 total damage).
Burning from Fire drake hits Emaretira, the lost sun paladin for 17 fire damage.
Kali killed Fire drake hatchling!
Burning from Fire drake hits Kali for 19 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Kali uses Flurry.
Fire drake resists the mind attack!
Fire drake resists the mind attack!
Saving game...
