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 1.3.1This 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 | Anorithil |
| Level / Exp | 17 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 17 on the 59th Dusk 122nd year of Ascendancy at 01:40 / 1 |
Primary Stats
| Strength | 16 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 43 (base 38) |
| Willpower | 15 (base 10) |
| Cunning | 34 (base 31) |
Resources
| Life | 0/336 |
| Positive | 22/68 |
| Negative | 68/68 |
| Healing Factor | 1.53 |
| Regeneration | 0.3825 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 18 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40.666666666667 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.05 |
| Crit Chance | 11% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 18 (45%) |
| Defense | 15.05 |
| Ranged Defense | 18.05 |
| Fatigue | 0 |
| Physical Save | 16.15 |
| Spell Save | 20.15 |
| Mental Save | 22.575 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 50% |
| Silence Resistance | 10% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 238 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 248 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Corona |
| talent | Hymn of Moonlight |
| talent | Chant of Fortress |
| detrimental effect | The target is poisoned and sick, taking 14.91 nature damage per turn. If the effect runs its full course, the target will turn to stone for 5 turns. Stoning Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic 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 |
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | [vs. miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (On feet)] miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +3 (+3 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: +1% (-) Infravision 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: +6 (+6 eff.) (-) Maximum life: +41.00 (-) Light radius: +2 (-) Healing mod.: +12% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. miner's rough leather cap of constitution (+2) (0 def, 2 armour) (On head)] miner's rough leather cap of constitution (+2) (0 def, 2 armour)miner's rough leather cap of constitution (+2) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Changes stats: +2(-) Con Infravision radius: +2 (-) A cap made of leather. |
| Tool | [vs. steel torque of kinetic psionic shield 'Betivena' [power 51] (20 cooldown) (Tool)] steel torque of kinetic psionic shield 'Betivena' [power 51] (20 cooldown)steel torque of kinetic psionic shield 'Betivena' [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6%(-) mind Pinning immunity: +10% (-) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-4 eff.) (-) Life leech chance: +15% (-) Life leech: +30% (-) You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] rogue's copper ring of powerrogue's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Defense: +6 (+5 eff.) Fatigue: +0% (+5%) Changes stats: +3 Cun Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Spellpower: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. ash starstaff 'Breniblek' (15-18 power, 3 apr, darkness element) (In main hand)] ash starstaff 'Breniblek' (15-18 power, 3 apr, darkness element)ash starstaff 'Breniblek' (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) (-) Effects on melee hit: * 7% chance to blind Damage (Melee): 0(-7) item light blind Changes resistances: +6%(-) lightning Changes damage: +15%(-) darkness Talents granted: +1.00(-) Command Staff Blindness immunity: +10% (-) Silence immunity: +10% (-) Knockback immunity: +10% (-) Spellpower: +6 (+3 eff.) (-) Spell crit. chance: +2% (-) Light radius: +3 (-) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)] radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+9 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) light Changes stats: +2(-) Dex Changes resistances: +6%(-) light Changes damage: +4%(-) light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. mindwoven linen robe of light (+16%) (0 def, 0 armour) (Main armor)] mindwoven linen robe of light (+16%) (0 def, 0 armour)mindwoven linen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16%(-) light Changes damage: +11%(-) light Mental save: +15 (+12 eff.) (-) Mindpower: +3 (+2 eff.) (-) Mental crit. chance: +3% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Wrap of Stone (0 def, 10 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% (-) 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 Spellpower: +6 (+3 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 85.05 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | [vs. starlit steel amulet of healing (Around neck)] starlit steel amulet of healingstarlit steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) darkness Blindness immunity: +20% (-) Cut immunity: +50% (-) Healing mod.: +11% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
[vs. starlit steel amulet of healing (Around neck)] Abyssguile the copper amuletAbyssguile the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Con Changes resistances: +3% fire / +0%(-10%) light / +0%(-10%) darkness Changes damage: +3% fire Blindness immunity: +0% (-20%) Cut immunity: +0% (-50%) Light radius: +3 Infravision radius: +3 Healing mod.: +0% (-11%) Amulets can have magical properties. |
[vs. Bloodcaller (On fingers, 1 of 2)] psionicist's copper ring of claritypsionicist's copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Wil Mental save: +12 (+6 eff.) (+19 (+10 eff.)) Confusion immunity: +20% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ash starstaff 'Breniblek' (15-18 power, 3 apr, darkness element) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(+17.0 - +23.6) Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+3) Physical crit. chance: +8.0% (+5.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) lightning Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Blindness immunity: +0% (-10%) Silence immunity: +0% (-10%) Knockback immunity: +0% (-10%) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. Girdle of the Calm Waters (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +70 Knockback immunity: +40% Healing mod.: +0% (-30%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (On feet)] grounding pair of rough leather boots (0 def, 1 armour)grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-4) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +1% (-) Changes resistances: +6% lightning / +6% temporal Infravision radius: +0 (-2) A pair of boots made of leather. |
[vs. miner's rough leather cap of constitution (+2) (0 def, 2 armour) (On head)] Helm of the Dwarven Emperors (0 def, 6 armour)Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (+4) Fatigue: +4% (+3%) Changes stats: +4 Mag / +3 Wil / +0(-2) Con Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Infravision radius: +0 (-2) It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 40.55 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
[vs. miner's rough leather cap of constitution (+2) (0 def, 2 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (+10) Armour Hardiness: +5% Fatigue: +5% (+4%) Changes stats: +3(+1) Con Physical save: +12 (+8 eff.) Stun/Freeze immunity: +30% Infravision radius: +0 (-2) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. miner's rough leather cap of constitution (+2) (0 def, 2 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 (+4) Fatigue: +8% (+7%) Changes stats: +5 Str / +4 Wil / +5(+3) Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+8 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Infravision radius: +0 (-2) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. mindwoven linen robe of light (+16%) (0 def, 0 armour) (Main armor)] steel plate armour 'Flameking' (4 def, 9 armour)steel plate armour 'Flameking' (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes resistances: +0%(-16%) light Changes damage: +0%(-11%) light / +9% fire Mental save: +0 (+0 eff.) (-15 (-12 eff.)) Maximum life: +20.00 Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Mental crit. chance: +0% (-3%) A suit of armour made of metal plates. |
[vs. steel torque of kinetic psionic shield 'Betivena' [power 51] (20 cooldown) (Tool)] Silitira (dig speed 30 turns)Silitira (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +2 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +0%(-6%) mind Pinning immunity: +0% (-10%) Maximum life: +10.00 Infravision radius: +1 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.) (-6 (-6 eff.)) Maximum life: +0.00 (-41.00) Light radius: +4 (+2) Healing mod.: +10% (-2%) It can be used to call light (60 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.) (-6 (-6 eff.)) Maximum life: +0.00 (-41.00) Light radius: +2 (-) Healing mod.: +0% (-12%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
[vs. steel torque of kinetic psionic shield 'Betivena' [power 51] (20 cooldown) (Tool)] supercharged steel torque of psychoportation [power 33] (42 cooldown)supercharged steel torque of psychoportation [power 33] (42 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +0%(-6%) mind Pinning immunity: +0% (-10%) It can be used to teleport randomly (rad 33), putting all charms on cooldown for 42 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Maggie the Doomelf Anorithil level 6
78th Pyre 122nd year of Ascendancy at 16:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Maggie the Doomelf Anorithil level 10
10th Flare 122nd year of Ascendancy at 02:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Maggie the Doomelf Anorithil level 6
79th Pyre 122nd year of Ascendancy at 17:20 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Maggie the Doomelf Anorithil level 17
39th Dusk 122nd year of Ascendancy at 22:47 see stats
Log
Maggie hits Assassin Lord for 62 light, 62 darkness (124 total damage).
Maggie killed Shadowblade!
Assassin Lord performs a melee critical strike against Maggie!
Assassin Lord misses Maggie.
Maggie feels pain again.
Maggie's spell attains critical power!
Maggie leeches life from Something!
Maggie receives 13 healing from Something.
Maggie hits Assassin Lord for 14 light damage.
Hymn of Moonlight hits Assassin Lord for 30 darkness damage.
Stoning Poison from Assassin Lord hits Maggie for (9 absorbed), 0 nature (0 total damage).
Assassin Lord hits Maggie for (14 absorbed), 0 physical (0 total damage).
You do not have enough negative energy to use Moonlight Ray.
Maggie's Corona hits Something for 40 light damage.
Maggie leeches life from Something!
Maggie receives 16 healing from Something.
Maggie's spell attains critical power!
Hymn of Moonlight hits Assassin Lord for 17 darkness damage.
Stoning Poison from Assassin Lord hits Maggie for (12 absorbed), 0 nature (0 total damage).
Maggie casts Twilight.
Something performs a melee critical strike against Maggie!
Your shield crumbles under the damage!
The shield around Maggie crumbles.
Maggie is dazed!
Maggie is not dazed anymore.
Maggie is dazed!
Maggie is not dazed anymore.
Saving game...
