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!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:
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 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Marauder |
| Level / Exp | 24 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 24 on the 24th Regrowth 123rd year of Ascendancy at 02:59 / 1 |
Primary Stats
| Strength | 72.4 (base 48) |
| Dexterity | 58.4 (base 37) |
| Constitution | 56.4 (base 27) |
| Magic | 11 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 34 (base 12) |
Resources
| Life | -734/842 |
| Stamina | 123/244 |
| Equilibrium | 10 |
| Healing Factor | 1.2 |
| Regeneration | 135.52666150915 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 46 |
| Crit Chance | 37% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 46 |
| Crit Chance | 37% |
| APR | 32 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.2 (100%) |
| Defense | 43.517208197317 |
| Ranged Defense | 44.517208197317 |
| Fatigue | 34 |
| Physical Save | 46.026666666667 |
| Spell Save | 44.016666666667 |
| Mental Save | 42.7 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 86% |
| Confusion Resistance | 68% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 8 turns. While Heroism is active, you will only die when reaching -675 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 83.83 life per turn. Regeneration |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
| beneficial effect | Increases your three highest stats by 12 and keeps you from dying even if your life drops to -623. Heroism |
| beneficial effect | The target is recovering 34 life each turn. Recovery |
| beneficial effect | 41% chance to score a secondary blow. Greater Weapon Focus |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 66. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice wyrm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) (On feet)] traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Fatigue: -2% (-) Maximum encumbrance: +20 (-) Physical save: +6 (+2 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. watchleader's brass lantern of health (Light source)] watchleader's brass lantern of healthwatchleader's brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% (-) Confusion immunity: +11% (-) Maximum life: +43.00 (-) Light radius: +5 (-) See stealth: +6 (-) See invisible: +5 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. 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. Steel Helm of Garkul (0 def, 6 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+4 eff.) (-) Mental save: +12 (+5 eff.) (-) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | [vs. Spellhunt Remnants (6 def, 8 armour) (On hands)] Spellhunt Remnants (6 def, 8 armour)Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 (-) Defense: +6 (+2 eff.) (-) Spell save: +15 (+5 eff.) (-) Mindpower: +12 (+6 eff.) (-) Mental crit. chance: +5% (-) Light radius: +1 (-) It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creaters are additionally dealt 134.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 (-) Damage when hit (Melee): 15(-) blight Changes damage: +4%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. stralite ring of perseverance (On fingers, 1 of 2)] stralite ring of perseverancestralite ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +39% (-) Life regen: +2.40 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. stralite ring of perseverance (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Stun/Freeze immunity: +0% (-39%) Life regen: +0.00 (-2.40) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.88 cold and 13.27 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| Around neck | [vs. Daneth's Neckguard (Around neck)] Daneth's NeckguardDaneth's Neckguard Requires: - Level 15 Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 (-) Fatigue: +2% (-) Changes stats: +6(-) Str / +6(-) Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. This item has been sent to the Item's Vault. |
| In main hand | [vs. Icy Kill (35-45.5 power, 10 apr) (In main hand, 1 of 2)] Icy Kill (35-45.5 power, 10 apr)Icy Kill (35-45.5 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Physical crit. chance: +15.0% (-) Attack speed: 100% (-) On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30(-) cold When wielded/worn: Changes stats: +6(-) Cun / +6(-) Wil Changes damage: +25%(-) cold Hate per kill: +4.00 (-) Ice block penetration: +50% (-) As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt 'Arorita' (Around waist)] hardened leather belt 'Arorita'hardened leather belt 'Arorita' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Critical mult.: +5.00% (-) Maximum life: +41.00 (-) Maximum hate: +6.00 (-) Healing mod.: +20% (-) A belt that goes around your waist. |
| In off hand | [vs. Icy Kill (35-45.5 power, 10 apr) (In main hand, 1 of 2)] Swordbreaker (25-32.5 power, 20 apr)Swordbreaker (25-32.5 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(-10.0 - -13.0) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+10) Physical crit. chance: +15.0% (-) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +0(-30) cold When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Dex / +0(-6) Wil / +8(+2) Cun Changes damage: +0%(-25%) cold Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| Cloak | [vs. resilient cashmere cloak (2 def, 0 armour) (Cloak)] resilient cashmere cloak (2 def, 0 armour)resilient cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Maximum life: +30.00 (-) 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. voratun plate armour 'Xanylrassra' (9 def, 16 armour) (Main armor)] voratun plate armour 'Xanylrassra' (9 def, 16 armour)voratun plate armour 'Xanylrassra' (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 (-) Defense: +9 (+3 eff.) (-) Fatigue: +26% (-) Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 0(-40) item acid corrode Changes stats: +4(-) Cun / +7(-) Wil Changes resistances: +11%(-) blight / +22%(-) fire / +12%(-) nature / +3%(-) darkness Reduced damage from: +11% (-)Unnatural Spell save: +25 (+10 eff.) (-) Mental save: +18 (+8 eff.) (-) A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
[vs. Infusion: Heroism [heroism infusion of the warrior (+12 for 8 turns, die at -623)] (on body)] heroism infusion of the psychic (+9 for 13 turns, die at -399)This item will automatically be transmogrified when you leave the level. heroism infusion of the psychic (+9 for 13 turns, die at -399) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9(-5) for 13(+5) turns. While Heroism is active, you will only die when reaching -399(+276) life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your -Strength, +Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (656% speed; 6 turns) movement infusion of the warrior (656% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. stralite ring of perseverance (On fingers, 1 of 2)] marksman's steel ring of perseverancemarksman's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +20% (-19%) Life regen: +1.90 (-0.50) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand, 1 of 2)] Moon (30-39 power, 30 apr)Moon (30-39 power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0(-5.0 - -6.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 (+20) Physical crit. chance: +10.0% (-5.0%) Attack speed: 100% (-) On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +20 darkness / +0(-30) cold When wielded/worn: Changes stats: +0(-6) Cun / +0(-6) Wil Changes damage: +10% darkness / +0%(-25%) cold Hate per kill: +0.00 (+-4.00) Light radius: -1 Ice block penetration: +0% (-50%) A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Tap to cycle through comparison choices |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand)] stralite greatsword 'Venomdeath' (49-78.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. stralite greatsword 'Venomdeath' (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4(+14.0 - +32.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-7) Physical crit. chance: +4.5% (-10.5%) Attack speed: 100% (-) On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +4 nature / +33(+3) cold When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 temporal Changes stats: +0(-6) Cun / +0(-6) Wil Changes resistances penetration: +5% nature Changes damage: +3% nature / +0%(-25%) cold Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) Massive two-handed swords. |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand, 1 of 2)] epiphanous pulsing mindstar of storms (13-14.3 power, 32 apr, nature damage)This item will automatically be transmogrified when you leave the level. epiphanous pulsing mindstar of storms (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3(-22.0 - -31.2) Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+22) Physical crit. chance: +4.5% (-10.5%) Attack speed: 100% (-) On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +0(-30) cold When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +1 Str / +1 Dex / +3 Mag / +3(-3) Wil / +4(-2) Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +11% lightning Changes damage: +16% lightning / +0%(-25%) cold / +14% mind Hate per kill: +0.00 (+-4.00) Mindpower: +11 (+6 eff.) Mental crit. chance: +8% Ice block penetration: +0% (-50%) 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. Icy Kill (35-45.5 power, 10 apr) (In main hand)] reinforced leather sling of acidThis item will automatically be transmogrified when you leave the level. reinforced leather sling of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-15.0%) Attack speed: 125% (+25%) Firing range: +9 On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +0(-30) cold Damage (Ranged): +11 acid When wielded/worn: Changes stats: +0(-6) Cun / +0(-6) Wil Changes damage: +15% acid / +0%(-25%) cold Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) Slings are used to hurl stones or metal shots at your foes. |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand)] reinforced leather sling of fireThis item will automatically be transmogrified when you leave the level. reinforced leather sling of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-15.0%) Attack speed: 125% (+25%) Firing range: +9 On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +0(-30) cold Damage (Ranged): +10 fire When wielded/worn: Changes stats: +0(-6) Cun / +0(-6) Wil Changes damage: +0%(-25%) cold / +13% fire Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) Slings are used to hurl stones or metal shots at your foes. |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand)] acidic stralite waraxe of daylight (30.5-42.7 power, 5 apr)This item will automatically be transmogrified when you leave the level. acidic stralite waraxe of daylight (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7(-4.5 - -2.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-5) Physical crit. chance: +6.5% (-8.5%) Attack speed: 100% (-) On weapon crit: - freezes the target + splashes the target with acid On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +10 acid / +0(-30) cold / +13 light Damage against: +9% Undead When wielded/worn: Changes stats: +0(-6) Cun / +0(-6) Wil Changes damage: +0%(-25%) cold Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) One-handed war axes. |
[vs. Icy Kill (35-45.5 power, 10 apr) (In main hand)] dwarven-steel waraxe (21-29.4 power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4(-14.0 - -16.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-6) Physical crit. chance: +4.5% (-10.5%) Attack speed: 100% (-) On weapon crit: - freezes the target On weapon kill: - explodes a frozen creature (damage scales with willpower) Damage (Melee): +0(-30) cold When wielded/worn: Changes stats: +0(-6) Cun / +0(-6) Wil Changes damage: +0%(-25%) cold Hate per kill: +0.00 (+-4.00) Ice block penetration: +0% (-50%) One-handed war axes. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] miner's hardened leather cap of the depths (0 def, 5 armour)miner's hardened leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 (-1) Fatigue: +3% (-5%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +7% cold Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Allows you to breathe in: water Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-12 (-5 eff.)) Infravision radius: +3 A cap made of leather. |
[vs. voratun plate armour 'Xanylrassra' (9 def, 16 armour) (Main armor)] impenetrable iron plate armour of Eyal (3 def, 14 armour)impenetrable iron plate armour of Eyal (3 def, 14 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 (-2) Defense: +3 (+1 eff.) (-6 (-2 eff.)) Fatigue: +20% (-6%) Damage (Melee): 0(-40) item acid corrode Changes stats: +0(-4) Cun / +0(-7) Wil Changes resistances: +0%(-11%) blight / +0%(-22%) fire / +0%(-12%) nature / +0%(-3%) darkness Reduced damage from: +0% (-11% )Unnatural Spell save: +0 (+0 eff.) (-25 (-10 eff.)) Mental save: +0 (+0 eff.) (-18 (-8 eff.)) Life regen: +1.30 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of metal plates. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. watchleader'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 Blindness immunity: +0% (-22%) Confusion immunity: +0% (-11%) Maximum life: +0.00 (-43.00) Light radius: +4 (-1) See stealth: +0 (-6) See invisible: +0 (-5) Healing mod.: +10% It can be used to call light (86 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kali the Higher Marauder level 18
56th Haze 122nd year of Ascendancy at 01:39 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Kali the Higher Marauder level 24
19th Regrowth 123rd year of Ascendancy at 18:24 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kali the Higher Marauder level 19
1st Allure 123rd year of Ascendancy at 17:44 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kali the Higher Marauder level 10
7th Dusk 122nd year of Ascendancy at 17:35 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kali the Higher Marauder level 20
7th Allure 123rd year of Ascendancy at 10:27 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kali the Higher Marauder level 17
16th Haze 122nd year of Ascendancy at 16:53 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Kali the Higher Marauder level 24
19th Regrowth 123rd year of Ascendancy at 18:24 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kali the Higher Marauder level 7
9th Flare 122nd year of Ascendancy at 06:36 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kali the Higher Marauder level 6
7th Mirth 122nd year of Ascendancy at 11:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kali the Higher Marauder level 20
7th Allure 123rd year of Ascendancy at 11:43 see stats
Log
Kali performs a melee critical strike against Siluvena the mean looking elven guard!
Siluvena the mean looking elven guard's armor corrodes!
Kali hits Siluvena the mean looking elven guard for 81 physical, 42 cold, , (12 to ice), 46 physical, , (15 to ice), 60 physical, (8 to ice), 34 cold, , (25 to ice), 99 physical, (8 to ice), 34 cold, , 51 physical, , 76 physical, 42 cold, , 89 physical, 42 cold, , 87 physical, (783 total damage).
Siluvena the mean looking elven guard hits Kali for 25 fire, 25 fire, 25 fire, 25 fire, 25 fire (123 total damage).
Siluvena the mean looking elven guard hits Iceblock for 26 fire, 26 fire, 26 fire (75 total damage).
Kali hits War hound for 16 blight damage.
War hound hits Kali for 308 physical damage.
Siluvena the mean looking elven guard rearms.
Kali receives 41 healing.
Kali uses Dual Strike.
Siluvena the mean looking elven guard is stunned!
Kali prepares for the next kill!.
Kali hits Siluvena the mean looking elven guard for 93 physical, , 134 physical (226 total damage).
Siluvena the mean looking elven guard hits Kali for 21 fire, 8 fire (29 total damage).
Kali killed Siluvena the mean looking elven guard!
Kali hits War hound for 16 blight damage.
War hound hits Kali for 290 physical damage.
Kali receives 41 healing.
Kali hits War hound for 16 blight damage.
War hound hits Kali for 315 physical damage.
Kali uses Sweep.
Kali slows down.
Kali misses War hound.
Kali misses War hound.
Talent Infusion: Regeneration is ready to use.
Talent Dagger Block is ready to use.
Kali receives 41 healing.
Saving game...
