Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Glove Stats 1.0.6Shows glove combat stats with all classes. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Items Vault 1.3.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 8 / 98% |
Size | medium |
Lifes / Deaths | Killed by Belywyn the copperhead snake at level 8 on the 39th Dusk 122nd year of Ascendancy at 07:01 / 1 |
Primary Stats
Strength | 23 (base 21) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 12 (base 10) |
Willpower | 31 (base 32) |
Cunning | 13 (base 10) |
Resources
Life | -3/261 |
Hate | 57/100 |
Healing Factor | 0.97715374020137 |
Regeneration | 12.849571683648 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +313% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 10 |
See Invisible | 14 |
Offense: Mainhand
Damage | 16 |
Accuracy | 25 |
Crit Chance | 1% |
APR | 2 |
Speed | 0.67 |
Offense: Offhand
Damage | 8 |
Accuracy | 35 |
Crit Chance | 3% |
APR | 12 |
Speed | 0.67 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26.95 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 10.73 (48.103448275862%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 17 |
Physical Save | 11.375 |
Spell Save | 18.875 |
Mental Save | 15.225 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 3 HP on the iceblock remaining. Frozen |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed) Rampaging |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Tool | elm wand of conjuration [power 91] (7/10 cooldown) elm wand of conjuration [power 91] (7/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 46-91), 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. |
On feet | Eden's Guile (Corpses) (2 def, 1 armour) Eden's Guile (Corpses) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 26% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Phoenixlore the iron mace (Shrouds) (104% power, 2 apr) Phoenixlore the iron mace (Shrouds) (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 6% chance to corrode armour When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +12% fire Changes resistances penetration: +7% acid / +10% fire Life regen: +0.90 Curse of Shrouds Blunt and deadly. |
Main armor | iron mail armour (Corpses) (2 def, 4 armour) iron mail armour (Corpses) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Corpses A suit of armour made of mail. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Light radius: +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. |
On head | Xanoda the Dayquench (Misfortune) (0 def, 3 armour) Xanoda the Dayquench (Misfortune) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +1 Wil Changes resistances: +10% nature Critical mult.: +10.00% Spell save: +4 (+3 eff.) Maximum life: +48.00 Healing mod.: +21% Curse of Misfortune A cap made of leather. |
In off hand | Galidor the mossy mindstar (Madness) (75% power, 12 apr, mind damage) Galidor the mossy mindstar (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight / +3% temporal Changes damage: +3% nature Disease immunity: +11% Teleport immunity: +15% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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. |
Inventory
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +12% fire Amulets can have magical properties. |
Gloruda (Madness) (148% power, 2 apr) Gloruda (Madness) (148% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +6% darkness / +16% temporal Reduces incoming crit damage: 5.00% Disease immunity: +10% Only die when reaching: -60.00 life Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (Madness) (101% power, 2 apr)balanced iron waraxe (Madness) (101% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+0 eff.) Disarm immunity: +22% Curse of Madness One-handed war axes. |
Glevea the Sparktickler (Misfortune) (105% power, 6 apr) Glevea the Sparktickler (Misfortune) (105% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +11 insidious poison When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron shield (Misfortune) (4 def, 2 armour, 16 block)iron shield (Misfortune) (4 def, 2 armour, 16 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
spiked iron plate armour of acid resistance (Nightmares) (3 def, 7 armour) spiked iron plate armour of acid resistance (Nightmares) (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +16% acid Curse of Nightmares A suit of armour made of metal plates. |
Bokadir (Misfortune) (0 def, 4 armour) Bokadir (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Wil Changes resistances: +9% lightning / +7% temporal Mental save: +18 (+11 eff.) Hate when firing a critical mind attack: +2.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. rough leather cap of dexterity (+3) (Shrouds) (0 def, 1 armour)rough leather cap of dexterity (+3) (Shrouds) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Curse of Shrouds A cap made of leather. |
Tothad the Lightninghue (Misfortune) (2 def, 0 armour) Tothad the Lightninghue (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +22% darkness Changes resistances penetration: +25% mind Changes damage: +15% darkness / +9% lightning Curse of Misfortune A pointy cloth hat, very wizardly... |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 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. |
citrine 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. |
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. |
57 alchemist agate 57 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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of thermal psionic shield 'Cloudraven' [power 27] (7/20 cooldown) iron torque of thermal psionic shield 'Cloudraven' [power 27] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. steel torque of kinetic psionic shield [power 49] (7/20 cooldown)steel torque of kinetic psionic shield [power 49] (7/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Belywyn the copperhead snake overcomes the gloom.
Blessed uses elm wand of conjuration [power 91] (10 cooldown)!
Blessed hits Belywyn the copperhead snake for 75 lightning damage.
Beyond the Flesh hits Blessed for 17 physical, 6 darkness, 9 physical, 5 fire (38 total damage).
Blessed hits Belywyn the copperhead snake for (5 to psi shield), 7 fire, (3 to psi shield), 5 arcane, 3 mind (15 total damage).
Blessed uses Infusion: Regeneration.
Blessed starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Belywyn the copperhead snake uses Thermal Strike.
Your hatred grows even as your life fades! (+6 hate)
Blessed is encased in ice!
Belywyn the copperhead snake hits Blessed for 28 cold, 10 darkness, 12 mind, 9 physical, 5 fire, 41 cold (105 total damage).
Blessed hits Belywyn the copperhead snake for (5 to psi shield), 7 fire, (3 to psi shield), 5 arcane, 3 mind (15 total damage).
Belywyn the copperhead snake bites poison into Blessed.
Blessed shrugs off the effect 'Poison'!
Belywyn the copperhead snake resists the mind attack!
Belywyn the copperhead snake hits Blessed for (4 to ice), 7 nature, (4 to ice), 6 darkness, (5 to ice), 7 mind, (3 to ice), 5 physical, (2 to ice), 3 fire (28 total damage).
Blessed hits Iceblock for 11 fire, 7 arcane, 2 mind (19 total damage).
Belywyn the copperhead snake resists the mind attack!
Beyond the Flesh hits Blessed for (7 to ice), 11 physical, (3 to ice), 4 darkness, (3 to ice), 5 physical, (2 to ice), 3 fire (23 total damage).
Blessed hits Iceblock for 11 fire, 7 arcane, 2 mind (19 total damage).
Blessed uses Dominate.
Blessed feels pain again.
Your hatred grows even as your life fades! (+4 hate)
Blessed resists the mind attack!
Saving game...