










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 14 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Yvydama the bandit lord at level 14 on the 34th Dusk 122nd year of Ascendancy at 12:51 / 1 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 1 (base 11) |
| Constitution | 10 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 41 (base 35) |
| Cunning | 43.669708985891 (base 29) |
Resources
| Life | -10/270 |
| Mana | 288/333 |
| Equilibrium | 65 |
| Healing Factor | 1.4 |
| Regeneration | 2.45 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.611024013443 |
| See Invisible | 31.611024013443 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 38 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 38 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +5% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 30%( 70%) |
| Fire | + 25%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 29% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 21.45 blight damage per turn. Weakness Disease |
| beneficial effect | 16% chance to fully absorb any damaging actions. Leaves Cover |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 11 and doing 21.45 blight damage per turn. Decrepitude Disease |
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. | active |
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 talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost anorithil from death by dire wolf. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eluta the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Melee Ret 8 physical ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+6 eff.) Heal.mod +20% ---------- misc Max.enc +25 Max.stam +10.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (97 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | supercharged elm totem of cure ailments [power 1] (12 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's steel ring of time (+13%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Mind.save +6 (+3 eff.) Rings can have magical properties. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
| Around waist | grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +5 (+5 eff.) A belt that goes around your waist. |
| In main hand | blooming mossy mindstar of life (2.5-2.75 power, 17 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 47% Wil, 16% Cun Mastery Psiblades Acc uses Wil Apr +17 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +3 (+2 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.50 Heal.mod +10% Heal/summ +11 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.18 fire damage. The damage will increase with your Mindpower. Attackspeed is 100% for non-Brawlers! These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| In off hand | Charstake (2.5-2.75 power, 17 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 47% Wil, 16% Cun Mastery Psiblades Acc uses Wil Apr +17 Crit +2.5% Atk.spd 100% Melee+ +8 acid +4 fire On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +5 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +3% fire Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Main armor | rough leather armour (1 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
| Around neck | restful steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure magical, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 17%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 11%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 11% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
teleportation rune of the wizard (range 34)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
savage's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Spell.save +12 (+6 eff.) ---------- misc Max.stam +15.00 Rings can have magical properties. |
magelord's ash vilestaff of power (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +16 (+11 eff.) Melee+ 20 arcane Dmg.mod +15% fire ---------- misc Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of crippling (13.5-20.25 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego+] Master Power 13.5 - 20.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady elm longbow of nature4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego+] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +8 nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +9% nature Acc +9 (+6 eff.) ----- def ----- Resists +5% all Longbows are used to shoot arrows at your foes. |
mighty ash longbow of true flight4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +3 Str dps ---------- Phys.crit +9.0% Phys.pwr +8 (+4 eff.) Acc +9 (+6 eff.) Longbows are used to shoot arrows at your foes. |
mighty rough leather sling4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
caustic cured leather sling of power4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: * 6% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +9% physical Res.pen +6% acid +8% physical ----- def ----- HP.reg +0.70 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows (20/20, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (19/19, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +10.5% Capacity 19 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Str 16 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
mindwoven woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flarequeller (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% acid +3% physical +9% nature Silence- +15% Confus- +10% A suit of armour made of leather. |
cured leather armour of command (7 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +7 (+5 eff.) Fatigue +7% Mind.save +11 (+5 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +16% acid HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% A suit of armour made of mail. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Venomfoe' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Dmg.mod +21% mind Res.pen +25% mind ----- def ----- Armour +4 Fatigue +3% Resists +3% nature +6% mind Phys.save +13 (+9 eff.) Mind.save +15 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
clarifying linen wizard hat of light (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light ----- def ----- Defense +1 (+0 eff.) Resists +18% light Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Gunarim the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Mag +1 Wil +1 Con ----- def ----- Mind.save +10 (+5 eff.) ---------- misc Light +6 Infravis +1 See.Stealth +10 See.Invis +7 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
supercharged ash wand of firewall [power 137] (8 cooldown)2.0 T2 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 122 fire damage overall) Puts all charms on 8 cooldown 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 Anada the Cornac Summoner level 13
11st Dusk 122nd year of Ascendancy at 18:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Anada the Cornac Summoner level 10
8th Mirth 122nd year of Ascendancy at 23:33 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Anada the Cornac Summoner level 13
1st Dusk 122nd year of Ascendancy at 16:08 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Anada the Cornac Summoner level 9
3rd Mirth 122nd year of Ascendancy at 17:36 see stats
Log
Bleeding from Anada hits Rogue for 28 physical damage.
Bleeding from Anada hits Thief for 28 physical damage.
Bleeding from Anada hits Bandit for 28 physical damage.
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You carry too much--you are encumbered!
Drop some of your items.
Turtle uses Taunt.
Thief performs a melee critical strike against Anada!
Turtle is stunned with fear!
Rogue hits Turtle for 26 physical, 14 physical, 0 mind (40 total damage).
Anada hits Rogue for 14 nature, 15 mind, 8 acid, 4 fire (41 total damage).
Anada hits Bandit for 8 physical, 8 physical (16 total damage).
Anada hits Thief for 8 physical, 8 physical (16 total damage).
Bandit hits Anada for 24 physical, 11 physical, 5 lightning, 4 temporal (44 total damage).
Thief hits Anada for 0 physical, 21 physical (21 total damage).
Anada receives 18 healing.
Decrepitude Disease from Yvydama the bandit lord hits Anada for 0 blight damage.
Weakness Disease from Yvydama the bandit lord hits Anada for 18 blight damage.
Yvydama the bandit lord casts Sun Ray.
Turtle shrugs off the effect 'Blinded'!
Rogue loses sight!
Anada loses sight!
Yvydama the bandit lord hits Turtle for 95 light damage.
Bleeding from Anada hits Yvydama the bandit lord for 24 physical damage.
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You carry too much--you are encumbered!
Drop some of your items.
Anada is dazed!
Anada is not dazed anymore.
Saving game...










































































