Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!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: 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!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Embers of Rage 1.5.0Official Expansion!Improved Auto-explore and Rest 1.4.9Quality 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 13 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Elylethra the cutpurse at level 12 on the 3rd Summertide 122nd year of Ascendancy at 18:33 / 2Killed by Lisubremira the large white snake at level 13 on the 4th Flare 122nd year of Ascendancy at 07:56 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 40 (base 36) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 39 (base 30) |
Resources
| Life | -13/254 |
| Stamina | 56/133 |
| Healing Factor | 1.42 |
| Regeneration | 18.815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101.6% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 52.123448791434 |
| See Invisible | 51.123448791434 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 20 (49.309173272933%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0.70967741935484 |
| Physical Save | 22 |
| Spell Save | 9 |
| Mental Save | 28 |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 10 defense. Evasion |
| detrimental effect | The target is poisoned, taking 33.16 nature damage per turn. Poison |
| beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 17 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You abandoned repented thief to death. Escort: weary adventurer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. survivor's brass lantern of clarity (Light source)] survivor's brass lantern of claritysurvivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Light radius: +2 (-) See stealth: +7 (-) See invisible: +6 (-) Healing mod.: +12% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Flashwild the rough leather cap (0 def, 1 armour) (On head)] Flashwild the rough leather cap (0 def, 1 armour)Flashwild the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes stats: +3(-) Str Changes resistances penetration: +20%(-) light / +15%(-) blight Light radius: +3 (-) A cap made of leather. |
| Tool | [vs. miner's iron pickaxe (dig speed 31 turns) (Tool)] miner's iron pickaxe (dig speed 31 turns)miner's iron pickaxe (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Infravision radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | [vs. Ce'Niwe the Sparktitan (0 def, 1 armour) (On hands)] Ce'Niwe the Sparktitan (0 def, 1 armour)Ce'Niwe the Sparktitan (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage (Melee): 0(-15) item acid corrode / 0(-30) item lightning daze / 6(-) fire Changes resistances: +6%(-) fire Changes damage: +3%(-) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 3)] Bethima the dwarven-steel dagger (133% power, 7 apr)Bethima the dwarven-steel dagger (133% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 133% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +13(-) ice When wielded/worn: Armour penetration: +2 (-) Armour: +6 (-) Changes resistances penetration: +5%(-) cold / +8%(-) mind / +7%(-) darkness Life regen: +1.00 (-) Mental crit. chance: +4% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
| Main armor | [vs. enlightening cured leather armour of acid resistance (2 def, 4 armour) (Main armor)] enlightening cured leather armour of acid resistance (2 def, 4 armour)enlightening cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +5(-) Cun / +4(-) Wil Changes resistances: +17%(-) acid Mental save: +12 (+6 eff.) (-) A suit of armour made of leather. |
| In off hand | [vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 3)] Prismvenom the dwarven-steel dagger (116% power, 7 apr)Prismvenom the dwarven-steel dagger (116% power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 116% (-17%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 12 arcane resource burn (+12) - 20% chance to torment the target Burst (radius 2) on crit: +0(-13) ice / +7 fire / +8 light When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 (+4) Armour: +0 (-6) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +3% light Changes resistances penetration: +8% physical / +0%(-7%) darkness / +0%(-5%) cold / +0%(-8%) mind / +8% fire Changes damage: +3% mind Life regen: +0.00 (-1.00) Mental crit. chance: +0% (-4%) Global speed: +1% Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Korygund the Chargetorrent (1 def, 0 armour) (Cloak)] Korygund the Chargetorrent (1 def, 0 armour)Korygund the Chargetorrent (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +2 (+1 eff.) (-) Defense: +1 (+0 eff.) (-) Fatigue: -3% (-) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode / 0(-30) item lightning daze Damage when hit (Melee): 8(-) acid / 4(-) lightning Changes resistances: +3%(-) acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Glorurewyn (Around neck)] GlorurewynGlorurewyn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +4 (+2 eff.) (-) Changes resistances: +3%(-) acid / +19%(-) mind / +6%(-) lightning Changes resistances cap: +3%(-) all Changes damage: +3%(-) mind Talent masteries: +0.10(-) Technique / Combat techniques Physical save: +8 (+6 eff.) (-) Confusion immunity: +20% (-) Amulets can have magical properties. |
Inventory
[vs. Glorurewyn (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-3%) acid / +0%(-19%) mind / +0%(-6%) lightning Changes resistances cap: +0%(-3%) all Changes damage: +0%(-3%) mind Talent mastery: +0.00(-0.10) Technique / Combat techniques Physical save: +0 (+0 eff.) (-8 (-6 eff.)) Confusion immunity: +0% (-20%) 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... |
This item will automatically be transmogrified when you leave the level. RelgulavorRelgulavor Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +22% nature / +2% physical Changes damage: +11% nature / +9% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 2)] Kor's Fall (100% power, 0 apr, fire element)Kor's Fall (100% power, 0 apr, fire element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-33%) Range: 1.2x (-0.1x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-7) Crit. chance: +1.5% (-4.5%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Burst (radius 2) on crit: +0(-13) ice When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-6) Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Life regen: +0.00 (-1.00) Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +0% (-4%) See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 38.22 physical damage to all targets in line, and inflicting bleeding for another 19.11 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 2)] elm vilestaff of fate (100% power, 2 apr, blight element)This item will automatically be transmogrified when you leave the level. elm vilestaff of fate (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-33%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-5) Crit. chance: +2.5% (-3.5%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Burst (radius 2) on crit: +0(-13) ice When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-6) Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Life regen: +0.00 (-1.00) Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +0% (-4%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 2)] balanced iron mace of massacre (118% power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron mace of massacre (118% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 118% (-15%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-5) Crit. chance: +0.5% (-5.5%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Burst (radius 2) on crit: +0(-13) ice When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +0 (-2) Armour: +0 (-6) Defense: +6 (+3 eff.) Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Disarm immunity: +20% Life regen: +0.00 (-1.00) Mental crit. chance: +0% (-4%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 3)] balanced iron dagger of massacre (112% power, 5 apr)This item will automatically be transmogrified when you leave the level. balanced iron dagger of massacre (112% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% (-21%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-2) Crit. chance: +4.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Burst (radius 2) on crit: +0(-13) ice When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +0 (-2) Armour: +0 (-6) Defense: +5 (+2 eff.) Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Disarm immunity: +16% Life regen: +0.00 (-1.00) Mental crit. chance: +0% (-4%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 3)] hateful iron dagger (101% power, 5 apr)This item will automatically be transmogrified when you leave the level. hateful iron dagger (101% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% (-32%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-2) Crit. chance: +4.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Damage (Melee): +4 darkness Burst (radius 2) on crit: +0(-13) ice Damage against: +6% Living When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-6) Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Life regen: +0.00 (-1.00) Mental crit. chance: +0% (-4%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Bethima the dwarven-steel dagger (133% power, 7 apr) (In main hand, 1 of 3)] steel dagger 'Lavatyphoon' (108% power, 6 apr)steel dagger 'Lavatyphoon' (108% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 108% (-25%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-1) Crit. chance: +5.0% (-1.0%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Damage (Melee): +5 light Burst (radius 1) on hit: +5 fire Burst (radius 2) on crit: +0(-13) ice Damage against: +4% Undead When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +0 (-2) Armour: +0 (-6) Defense: +4 (+2 eff.) Damage when hit (Melee): 8 fire Changes resistances: +3% darkness Changes resistances penetration: +0%(-5%) cold / +0%(-8%) mind / +0%(-7%) darkness Disarm immunity: +16% Life regen: +0.00 (-1.00) Mental crit. chance: +0% (-4%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. enlightening cured leather armour of acid resistance (2 def, 4 armour) (Main armor)] Cinderwrack the cashmere robe (2 def, 0 armour)Cinderwrack the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) (-) Fatigue: +0% (-7%) Changes stats: +0(-5) Cun / +0(-4) Wil Changes resistances: +0%(-17%) acid Changes damage: +18% fire Critical mult.: +20.00% Spell save: +24 (+17 eff.) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum mana: +80.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. enlightening cured leather armour of acid resistance (2 def, 4 armour) (Main armor)] hardened leather armour of cold resistance (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (+2) Defense: +3 (+2 eff.) (+1 (+1 eff.)) Fatigue: +8% (+1%) Changes stats: +0(-5) Cun / +0(-4) Wil Changes resistances: +0%(-17%) acid / +20% cold Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)] insulating rough leather belt of recklessnessinsulating rough leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +7%(-13%) cold / +0%(-20%) nature / +6% fire Critical mult.: +6.00% Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Flashwild the rough leather cap (0 def, 1 armour) (On head)] insulating rough leather cap of constitution (+2) (0 def, 1 armour)insulating rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 0(-30) item light blind Changes stats: +0(-3) Str / +2 Con Changes resistances: +6% cold / +6% fire Changes resistances penetration: +0%(-20%) light / +0%(-15%) blight Light radius: +0 (-3) A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
[vs. miner's iron pickaxe (dig speed 31 turns) (Tool)] steel torque of charged psionic shield 'Chiromichak' [power 43] (20 cooldown)This item will automatically be transmogrified when you leave the level. steel torque of charged psionic shield 'Chiromichak' [power 43] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-1) Str Changes damage: +3% arcane Spell save: +3 (+3 eff.) Equilibrium when hit: +0.04 Spell crit. chance: +2% Infravision radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jackel the Cornac Rogue level 8
8th Mirth 122nd year of Ascendancy at 22:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jackel the Cornac Rogue level 10
2nd Summertide 122nd year of Ascendancy at 10:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jackel the Cornac Rogue level 11
2nd Summertide 122nd year of Ascendancy at 19:55 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Jackel the Cornac Rogue level 12
3rd Summertide 122nd year of Ascendancy at 18:34 see stats
Log
Jackel is stunned!
Jackel shrugs off the effect 'Stunned'!
Jackel shrugs off the effect 'Stunned'!
Lisubremira the large white snake's Double Shots hits Jackel for 21 physical, 0 arcane (21 total damage).
Lisubremira the large white snake's Double Shots hits Jackel for 22 physical, 0 arcane (22 total damage).
Lisubremira the large white snake's Double Shots hits Jackel for (17 parried), 11 physical, 0 arcane (12 total damage).
Lisubremira the large white snake's Double Shots hits Jackel for 22 physical, 0 arcane (23 total damage).
Poison from Poison gas trap hits Jackel for 23 nature damage.
Lisubremira the large white snake shoots!
Jackel deflects the projectile from Lisubremira the large white snake to the south!
War bear misses Jackel.
Lisubremira the large white snake's Shoot misses Jackel.
Jackel is not stunned anymore.
Talent Coup de Grace is ready to use.
Talent Disengage is ready to use.
Talent Expose Weakness is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Dual Strike is ready to use.
Poison from Poison gas trap hits Jackel for 23 nature damage.
Talent Stealth is ready to use.
Poison from Poison gas trap hits Jackel for 23 nature damage.
War bear rearms.
War bear recovers sight.
Lisubremira the large white snake strafes with his steamguns!
Jackel uses Infusion: Regeneration.
Jackel starts regenerating health quickly.
Saving game...
