Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 15 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 2nd Haze 122nd year of Ascendancy at 07:46 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 45 (base 34) |
| Constitution | 15 (base 10) |
| Magic | 49 (base 41) |
| Willpower | 13 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -46/419 |
| Positive | 27/72 |
| Paradox | 112 |
| Healing Factor | 1.2 |
| Regeneration | 4.26 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 11.832096104943 |
| See Invisible | 18.832096104943 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 47 |
| Crit Chance | 12% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.05 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 48.960698701648 |
| Ranged Defense | 49.960698701648 |
| Fatigue | 6 |
| Physical Save | 14.875 |
| Spell Save | 23.4625 |
| Mental Save | 11.025 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| 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 200 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Chant of Fortress |
| talent | Temporal Hounds |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Focused on Urkis, the High Tempest, +14% critical damage and +14% critical hit chance against this target. Warden's Focus |
| beneficial effect | The target is out of phase with reality, increasing defense by 18, resist all by 18%, and reducing the duration of detrimental timed effects by 18%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 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 successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | 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 talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. * 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] pair of rough leather boots of uncanny dodging (2 def, 1 armour)pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Light source | [vs. Planar Beacon (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.80 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.80 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | [vs. leafwalker's rough leather cap of precognition (4 def, 1 armour) (On head)] leafwalker's rough leather cap of precognition (4 def, 1 armour)leafwalker's rough leather cap of precognition (4 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour: +1 (-) Defense: +4 (+1 eff.) (-) Fatigue: +1% (-) Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 0(-11) item temporal energize Changes stats: +2(-) Cun Changes resistances: +6%(-) nature Spell save: +4 (+2 eff.) (-) Maximum life: +42.00 (-) Healing mod.: +10% (-) A cap made of leather. |
| On hands | [vs. Layiwen the Lightwinter (0 def, 1 armour) (On hands)] Layiwen the Lightwinter (0 def, 1 armour)Layiwen the Lightwinter (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 7(-) light / 0(-15) item light blind Changes resistances: +13%(-) light Changes damage: +4%(-) light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. supercharged stralite torque of mindblast [power 281] (8 cooldown) (Tool)] supercharged stralite torque of mindblast [power 281] (8 cooldown)supercharged stralite torque of mindblast [power 281] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 6 beam (dam 140-281), putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. steel ring of pilfering (On fingers, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Armour penetration: +9 (-) Defense: +9 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring of pilfering (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Physical power: +6 (+2 eff.) Defense: +0 (+0 eff.) (-9 (-3 eff.)) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +3 Mag / +1 Wil / +3 Cun / +5 Con Changes resistances: +22% darkness Changes damage: +11% darkness Critical mult.: +5.00% Spellpower: +5 (+2 eff.) Damage Shield penetration: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| Around neck | [vs. serendipitous steel amulet of vision (Around neck)] serendipitous steel amulet of visionserendipitous steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +8 (+3 eff.) (-) Changes stats: +7(-) Lck Blindness immunity: +15% (-) Infravision radius: +3 (-) Sight radius: +2 (-) See invisible: +7 (-) Reduce all damage from unseen attackers: 14% (-) Amulets can have magical properties. |
| In main hand | [vs. Corpsegrinder (15-21 power, 16 apr) (In main hand, 1 of 2)] Corpsegrinder (15-21 power, 16 apr)Corpsegrinder (15-21 power, 16 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +16 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to cause random gloom * 20% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +38% (-) When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +7 (+2 eff.) (-) Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 0(-30) item temporal energize Changes resistances penetration: +5%(-) nature / +10%(-) temporal Changes damage: +3%(-) temporal Disarm immunity: +20% (-) Sharp, long, and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough leather belt of carrying (Around waist)] blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) (-) Fatigue: -4% (-) Stealth bonus: +6 (-) Maximum encumbrance: +22 (-) A belt that goes around your waist. |
| In off hand | [vs. Corpsegrinder (15-21 power, 16 apr) (In main hand, 1 of 3)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(+5.0 - +5.0) Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-6) Physical crit. chance: +12.0% (+9.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) * 0% chance to cause random gloom (-20%) Damage Shield penetration (this weapon only): +0% (-38%) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 0(-30) item temporal energize Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Changes resistances penetration: +0%(-5%) nature / +0%(-10%) temporal Changes damage: +0%(-3%) temporal Disarm immunity: +0% (-20%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. troll-hide hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] troll-hide hardened leather armour of Toknor (3 def, 6 armour)troll-hide hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% (-) Physical power: +6 (+2 eff.) (-) Armour: +6 (-) Defense: +3 (+1 eff.) (-) Fatigue: +8% (-) Critical mult.: +13.00% (-) Life regen: +3.30 (-) Healing mod.: +10% (-) A suit of armour made of leather. |
Inventory
[vs. serendipitous steel amulet of vision (Around neck)] copper amulet of soulsearingcopper amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +0(-7) Lck Changes damage: +6% blight / +6% fire Critical mult.: +11.00% Blindness immunity: +0% (-15%) Spellpower: +6 (+2 eff.) Infravision radius: +0 (-3) Sight radius: +0 (-2) See invisible: +0 (-7) Reduce all damage from unseen attackers: 0% (-14%) Amulets can have magical properties. |
[vs. steel ring of pilfering (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Armour: +6 Defense: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +3 Str Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring of pilfering (On fingers, 1 of 2)] mule's gold ringThis item will automatically be transmogrified when you leave the level. mule's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-9 (-3 eff.)) Fatigue: -5% Maximum encumbrance: +23 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Corpsegrinder (15-21 power, 16 apr) (In main hand, 1 of 2)] arcing steel greatmaul (29.5-44.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. arcing steel greatmaul (29.5-44.25 power, 2 apr) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3(+14.5 - +23.3) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-14) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) * 0% chance to cause random gloom (-20%) + 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +0% (-38%) Damage (Melee): +9 lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 0(-30) item temporal energize Changes resistances penetration: +0%(-5%) nature / +0%(-10%) temporal Changes damage: +0%(-3%) temporal Disarm immunity: +0% (-20%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Corpsegrinder (15-21 power, 16 apr) (In main hand, 1 of 3)] arcing iron dagger of massacre (15-19.5 power, 5 apr)arcing iron dagger of massacre (15-19.5 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+0.0 - -1.5) Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-11) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) * 0% chance to cause random gloom (-20%) + 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +0% (-38%) Damage (Melee): +5 lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 0(-30) item temporal energize Changes resistances penetration: +0%(-5%) nature / +0%(-10%) temporal Changes damage: +0%(-3%) temporal Disarm immunity: +0% (-20%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Corpsegrinder (15-21 power, 16 apr) (In main hand, 1 of 3)] glacial dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr)glacial dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2(+0.5 - -0.8) Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-9) Physical crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (-20%) * 0% chance to cause random gloom (-20%) Damage Shield penetration (this weapon only): +0% (-38%) Damage (Melee): +7 temporal / +6 nature Burst (radius 2) on crit: +6 ice When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +4 Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 0(-30) item temporal energize Changes resistances penetration: +4% cold / +0%(-5%) nature / +0%(-10%) temporal Changes damage: +0%(-3%) temporal Disarm immunity: +0% (-20%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. troll-hide hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +0 (-6) Defense: +12 (+4 eff.) (+9 (+3 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Critical mult.: +0.00% (-13.00%) Life regen: +0.00 (-3.30) Spellpower: +4 (+2 eff.) Movement speed: +15% Healing mod.: +0% (-10%) This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. troll-hide hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +0 (-6) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +0% (-8%) Changes stats: +6 Mag Changes damage: +10% arcane Critical mult.: +0.00% (-13.00%) Life regen: +0.00 (-3.30) Spell crit. chance: +15% Healing mod.: +0% (-10%) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. troll-hide hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +3 (-3) Defense: +9 (+3 eff.) (+6 (+2 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Critical mult.: +0.00% (-13.00%) Life regen: +0.00 (-3.30) Spellpower: +23 (+8 eff.) Healing mod.: +0% (-10%) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
[vs. troll-hide hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] cured leather armour of the hero (2 def, 4 armour)cured leather armour of the hero (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +4 (-2) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +7% (-1%) Changes stats: +4 Str / +5 Dex / +4 Mag / +5 Wil / +4 Cun Critical mult.: +0.00% (-13.00%) Life regen: +0.00 (-3.30) Healing mod.: +0% (-10%) A suit of armour made of leather. |
[vs. blurring rough leather belt of carrying (Around waist)] noble's rough leather belt of magerynoble's rough leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-3 eff.)) Fatigue: +0% (+4%) Changes stats: +3 Wil / +3 Mag Reduced damage from: +15% Summoned Stealth bonus: +0 (-6) Maximum encumbrance: +0 (-22) Spell crit. chance: +4% A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)] cashmere cloak 'Beligen' (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. cashmere cloak 'Beligen' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +2 (+1 eff.) Changes resistances: +6% mind Changes damage: +3% physical Maximum life: +36.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. leafwalker's rough leather cap of precognition (4 def, 1 armour) (On head)] rough leather cap of constitution (+3) (0 def, 1 armour)rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Fatigue: +1% (-) Damage when hit (Melee): 0(-11) item temporal energize Changes stats: +0(-2) Cun / +3 Con Changes resistances: +0%(-6%) nature Spell save: +0 (+0 eff.) (-4 (-2 eff.)) Maximum life: +0.00 (-42.00) Healing mod.: +0% (-10%) A cap made of leather. |
[vs. leafwalker's rough leather cap of precognition (4 def, 1 armour) (On head)] leafwalker's iron helm of might (0 def, 3 armour)leafwalker's iron helm of might (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical power: +4 (+1 eff.) Armour: +3 (+2) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Fatigue: +5% (+4%) Damage when hit (Melee): 0(-11) item temporal energize Changes stats: +3 Str / +0(-2) Cun / +2 Con Changes resistances: +6%(-) nature Spell save: +4 (+2 eff.) (-) Maximum life: +43.00 (+1.00) Healing mod.: +11% (+1%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. supercharged stralite torque of mindblast [power 281] (8 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 39 turns)woodsman's iron pickaxe (dig speed 39 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. supercharged stralite torque of mindblast [power 281] (8 cooldown) (Tool)] Telekinetic CoreThis item will automatically be transmogrified when you leave the level. Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+9 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 37 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. supercharged stralite torque of mindblast [power 281] (8 cooldown) (Tool)] ash wand of conjuration [power 151] (10 cooldown)ash wand of conjuration [power 151] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Bones the Skeleton Temporal Warden level 11
53rd Dusk 122nd year of Ascendancy at 23:13 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bones the Skeleton Temporal Warden level 15
77th Dusk 122nd year of Ascendancy at 19:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bones the Skeleton Temporal Warden level 10
30th Dusk 122nd year of Ascendancy at 10:51 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bones the Skeleton Temporal Warden level 4
17th Dusk 122nd year of Ascendancy at 11:52 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bones the Skeleton Temporal Warden level 10
33rd Dusk 122nd year of Ascendancy at 09:48 see stats
Log
Bones is not dazed anymore.
Your shield crumbles under the damage!
The shield around Bones crumbles.
Hurricane from Urkis, the High Tempest hits Bones for (25 absorbed), 55 lightning (55 total damage).
Bones casts Healing Light.
Bones receives 194 healing.
Urkis, the High Tempest misses Bones.
Thunderstorm hits Bones for 15 lightning damage.
Burning from Bones hits Urkis, the High Tempest for 1 fire damage.
Bones is dazed!
Bones is not dazed anymore.
The Hurricane around Bones dissipates.
Bones has recovered!
Hurricane from Urkis, the High Tempest hits Bones for 62 lightning damage.
Bones casts Rune: Phase Door.
Bones is out of phase.
Urkis, the High Tempest casts Shock.
Thunderstorm hits Bones for 20 lightning damage.
Burning from Bones hits Urkis, the High Tempest for 1 fire damage.
Bones shares damage with her guardian!
Urkis, the High Tempest's Shock hits Bones for (19 shared), 44 lightning (44 total damage).
Bones is dazed!
Bones casts Rune: Phase Door.
Bones is not dazed anymore.
Urkis, the High Tempest stops burning.
Urkis, the High Tempest casts Lightning.
Saving game...
