Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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:
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. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Steamtech UI 1.1.4 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. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 14 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Shardskin at level 14 on the 10th Dusk 122nd year of Ascendancy at 03:25 / 1 |
Primary Stats
| Strength | 28 (base 28) |
| Dexterity | 36 (base 30) |
| Constitution | 25 (base 19) |
| Magic | 16 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 20 (base 14) |
Resources
| Life | -10/359 |
| Stamina | 24/190 |
| Healing Factor | 1.24 |
| Regeneration | 6.634 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.3 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (45%) |
| Defense | 35.107246672887 |
| Ranged Defense | 35.107246672887 |
| Fatigue | 9 |
| Physical Save | 20.0625 |
| Spell Save | 13.475 |
| Mental Save | 14.875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| detrimental effect | The target is on fire, taking 35.31 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. Manubar the pair of rough leather boots (0 def, 1 armour) (On feet)] Manubar the pair of rough leather boots (0 def, 1 armour)Manubar the 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 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 12(-) mind Changes resistances: +6%(-) lightning / +5%(-) temporal A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of focus (Light source)] bright brass lantern of focusbright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4(-) Wil Changes damage: +6%(-) mind Light radius: +5 (-) 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. Glinthack the iron helm (0 def, 3 armour) (On head)] Glinthack the iron helm (0 def, 3 armour)Glinthack the iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 15% chance to daze Damage (Melee): 0(-15) item lightning daze Changes stats: +3(-) Dex Changes resistances: +3%(-) light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. restful rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] restful rough leather gloves of dexterity (+3) (0 def, 1 armour)restful rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +11.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Bilestar [power 26] (4/20 cooldown) (Tool)] Bilestar [power 26] (4/20 cooldown)Bilestar [power 26] (4/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +3%(-) nature Talents cooldown: Invoke Tentacle (+5(-) turn) Talents granted: +1.00(-) Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's copper ring of darkness (+20%) (On fingers, 1 of 2)] mule's copper ring of darkness (+20%)mule's copper ring of darkness (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes resistances: +20%(-) darkness Changes damage: +10%(-) darkness Maximum encumbrance: +20 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's copper ring of darkness (+20%) (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +6 Con / +4 Wil Changes resistances: +25% cold / +10% nature / +0%(-20%) darkness Changes damage: +0%(-10%) darkness / +15% cold Maximum encumbrance: +0 (-20) 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 10.90 cold and 9.95 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 3/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| Around neck | [vs. serendipitous steel amulet (Around neck)] serendipitous steel amuletserendipitous steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Defense: +7 (+4 eff.) (-) Changes stats: +9(-) Lck Reduce all damage from unseen attackers: 11% (-) Amulets can have magical properties. |
| In main hand | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (-) Physical crit. chance: +0.0% (-) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% (-) When wielded/worn: Accuracy: +20 (+7 eff.) (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of life (Around waist)] rough leather belt of liferough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +1.10 (-) Healing mod.: +12% (-) A belt that goes around your waist. |
| In off hand | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+10.0 - +13.0) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-15) Physical crit. chance: +9.0% (+9.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage conversion: 50% darkness When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 76.58 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
| 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 (+5 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 25/60) : Effective talent level: 1.2 Power cost: 60 out of 25/60. 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 56.58 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | [vs. Healsteel the cured leather armour (2 def, 4 armour) (Main armor)] Healsteel the cured leather armour (2 def, 4 armour)Healsteel the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 (-) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Changes resistances: +18%(-) fire / +15%(-) cold Changes damage: +9%(-) nature Life regen: +3.00 (-) Maximum life: +30.00 (-) Healing mod.: +12% (-) A suit of armour made of leather. |
Inventory
[vs. serendipitous steel amulet (Around neck)] steel amulet of strength (+3)steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +3 Str / +0(-9) Lck Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] inquisitor's iron dagger of massacre (16-20.8 power, 5 apr)inquisitor's iron dagger of massacre (16-20.8 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8(+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 (-20) Physical crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) On weapon hit: * 9 arcane resource burn (+9) On weapon crit: + burns latent spell energy Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)] thought-forged steel longsword (13-18.2 power, 3 apr)This item will automatically be transmogrified when you leave the level. thought-forged steel longsword (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2(-2.0 - -1.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +3 (-22) Physical crit. chance: +3.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to cause random gloom (+14%) Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +6 mind When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +2 Cun / +2 Wil Sharp, long, and deadly. |
[vs. Glinthack the iron helm (0 def, 3 armour) (On head)] Lavapain (4 def, 1 armour)This item will automatically be transmogrified when you leave the level. Lavapain (4 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +1% (-4%) Damage (Melee): 0(-15) item lightning daze Changes stats: +0(-3) Dex Changes resistances: +9% lightning / +6% temporal / +0%(-3%) light Changes damage: +6% fire A cap made of leather. |
[vs. Healsteel the cured leather armour (2 def, 4 armour) (Main armor)] prismatic steel plate armour of spell shielding (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. prismatic steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Armour: +9 (+5) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Fatigue: +22% (+15%) Changes resistances: +12% darkness / +0%(-18%) fire / +0%(-15%) cold / +6% arcane / +11% light Changes damage: +0%(-9%) nature Spell save: +10 (+8 eff.) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
69 alchemist agate 69 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Bilestar [power 26] (4/20 cooldown) (Tool)] iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item nature slow Changes stats: +1 Str Changes resistances: +0%(-3%) nature Talent cooldown: Invoke Tentacle ((+0(-5) turn) Talent granted: +0(+-1) Invoke Tentacle When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of focus (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-4) Wil Changes damage: +0%(-6%) mind Light radius: +2 (-3) 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. |
[vs. Bilestar [power 26] (4/20 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item nature slow Changes stats: +5 Wil Changes resistances: +0%(-3%) nature Talent cooldown: Invoke Tentacle ((+0(-5) turn) Talent granted: +0(+-1) Invoke Tentacle Mental save: +10 (+8 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. Bilestar [power 26] (4/20 cooldown) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item nature slow Changes resistances: +0%(-3%) nature Talent cooldown: Invoke Tentacle ((+0(-5) turn) Talent granted: +0(+-1) Invoke Tentacle Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 84.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Terribleness the Cornac Marauder level 10
10th Mirth 122nd year of Ascendancy at 01:22 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Terribleness the Cornac Marauder level 11
1st Flare 122nd year of Ascendancy at 16:43 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Terribleness the Cornac Marauder level 11
3rd Flare 122nd year of Ascendancy at 01:30 see stats
Log
Shardskin's firestorm hits Terribleness for 14 fire damage.
Burning from Shardskin hits Terribleness for 10 fire damage.
Terribleness's tidal wave hits Shardskin for 10 cold, 9 physical (19 total damage).
Spitting spider misses Grgglck's Tentacle.
Terribleness hits Shardskin for 42 physical, , (slow 30%), , 22 darkness, 20 physical, , (slow 30%), (83 total damage).
Insidious Poison from Spitting spider hits Grgglck's Tentacle for 9 nature damage.
Poison from Spitting spider hits Grgglck's Tentacle for 18 nature damage.
Grgglck's Tentacle hits Spitting spider for 43 physical damage.
Red crystal casts Phase Door.
Shardskin casts Blood Spray.
Terribleness is recovering from the damage!
Shardskin resists the wave!
Shardskin hits Terribleness for 57 blight damage.
Shardskin's firestorm hits Terribleness for 28 fire damage.
Terribleness's tidal wave hits Shardskin for 10 cold, 9 physical (19 total damage).
Talent Sweep is ready to use.
Burning from Shardskin hits Terribleness for 23 fire damage.
Terribleness receives 29 healing.
Spitting spider seems to search the ground...
Terribleness uses Sweep.
Quest 'Into the darkness' status updated! (Press 'j' to see the quest log)
Quest 'Into the darkness' status updated! (Press 'j' to see the quest log)
As Grgglck's Tentacle falls you notice that Terribleness seems to shudder in pain!
Insidious Poison from Spitting spider hits Grgglck's Tentacle for 9 nature damage.
Poison from Spitting spider hits Grgglck's Tentacle for 18 nature damage.
Terribleness hits Shardskin for 68 physical, , (slow 30%), , 34 darkness (102 total damage).
Terribleness killed Shardskin!
Saving game...
