Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better inscription information 1.3.1Improves the default inscription information to include such things as health per turn/sustained health per turn for regeneration infusions etc. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 18 / 82% |
| Size | small |
| Lifes / Deaths | Killed by shivgoroth at level 7 on the 3rd Mirth 122nd year of Ascendancy at 13:33 0 / 6Killed by Poleldanor the slaver at level 15 on the 4th Decay 122nd year of Ascendancy at 08:01 Killed by Adobremira the midge swarm at level 16 on the 8th Allure 123rd year of Ascendancy at 16:43 Killed by cold drake at level 18 on the 30th Regrowth 123rd year of Ascendancy at 17:37 Killed by snow giant boulder thrower at level 18 on the 38th Regrowth 123rd year of Ascendancy at 06:55 Killed by Urkis, the High Tempest at level 18 on the 39th Regrowth 123rd year of Ascendancy at 02:33 |
Primary Stats
| Strength | 15 (base 18) |
| Dexterity | 45 (base 32) |
| Constitution | 33 (base 26) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 45 (base 30) |
Resources
| Life | -2/508 |
| Stamina | 129/158 |
| Healing Factor | 1 |
| Regeneration | 0.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.85 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (49.360465116279%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 31.3625 |
| Spell Save | 26.7375 |
| Mental Save | 24.0125 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. (382 + 3.0 Dex) |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Dexterity stat. (68 + 3.4 Dex) |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precision |
| talent | Lacerating Strikes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 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. 4 HP on the iceblock remaining. Frozen |
| beneficial effect | The target has 50% chance to evade melee attacks. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Heave (+1 level(s)). | done |
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 gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. insulating pair of rough leather boots of phasing (0 def, 1 armour) (On feet)] insulating pair of rough leather boots of phasing (0 def, 1 armour)insulating pair of rough leather boots of phasing (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Wil / +2(-) Mag Changes resistances: +5%(-) cold / +6%(-) fire It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | [vs. brass lantern 'Deepsbone' (Light source)] brass lantern 'Deepsbone'brass lantern 'Deepsbone' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Con Changes resistances: +6%(-) darkness Maximum life: +41.00 (-) 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 | [vs. Alusin (0 def, 1 armour) (On head)] Alusin (0 def, 1 armour)Alusin (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +3%(-) blight Changes damage: +9%(-) physical Physical save: +12 (+6 eff.) (-) Spell save: +20 (+13 eff.) (-) Mental save: +10 (+6 eff.) (-) A cap made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+6 eff.) (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 18/35) : Effective talent level: 3.0 Power cost: 18 out of 18/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 54 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] copper ring of lightning (+20%)copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) lightning Changes damage: +10%(-) lightning Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| Around neck | [vs. Lightningblight the gold amulet (Around neck)] Lightningblight the gold amuletLightningblight the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% (-) Damage when hit (Melee): 16(-) mind Changes stats: +5(-) Dex / +5(-) Cun / +5(-) Con Changes damage: +6%(-) lightning Life regen: +0.50 (-) Stamina each turn: +0.50 (-) Movement speed: +10% (-) Amulets can have magical properties. |
| In main hand | [vs. thought-forged iron dagger of projection (102% power, 5 apr) (In main hand, 1 of 3)] thought-forged iron dagger of projection (102% power, 5 apr)thought-forged iron dagger of projection (102% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 8% chance to cause random gloom Damage (Melee): +9(-) mind When wielded/worn: Changes stats: +2(-) Cun / +1(-) Wil It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of burglary (Around waist)] rough leather belt of burglaryrough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +3(-) Cun / +6(-) Lck Trap disarming bonus: +7 (-) Stealth bonus: +5 (-) Infravision radius: +3 (-) A belt that goes around your waist. |
| In off hand | [vs. thought-forged iron dagger of projection (102% power, 5 apr) (In main hand, 1 of 3)] plaguebringer's dwarven-steel dagger (120% power, 7 apr)plaguebringer's dwarven-steel dagger (120% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% (+18%) 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 (+2) Physical crit. chance: +6.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 0% chance to cause random gloom (-8%) * 6% chance to disease (+6%) Damage (Melee): +4 blight / +0(-9) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-1) Wil Disease immunity: +12% Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+6 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 12/60) : Effective talent level: 1.2 Power cost: 60 out of 12/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 59.75 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | [vs. Xerumikira the Glintpyre (3 def, 6 armour) (Main armor)] Xerumikira the Glintpyre (3 def, 6 armour)Xerumikira the Glintpyre (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +5 (-) Armour: +6 (-) Defense: +3 (+0 eff.) (-) Fatigue: +8% (-) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage (Melee): 7(-) acid / 0(-30) item nature slow / 0(-15) item light blind Damage (Ranged): 7(-) acid Changes resistances: +11%(-) acid / +13%(-) nature Changes resistances penetration: +5%(-) light A suit of armour made of leather. |
Inventory
healing infusion (50hp (4.2hp/turn sustained use)) healing infusion (50hp (4.2hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion [Mag] (53hp (6.6hp/turn sustained use)) healing infusion [Mag] (53hp (6.6hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 53 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. (24 + 2.4 Mag) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion [Dex] (173hp (34.7hp/turn active; 11.6hp/turn sustained use))] (on body)] regeneration infusion [Wil] (227hp (45.5hp/turn active; 14.2hp/turn sustained use))regeneration infusion [Wil] (227hp (45.5hp/turn active; 14.2hp/turn sustained use)) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227(+6) life over 5(-) turns. Its effects scale with your -Dexterity, +Willpower stat. (156 + 3.4 Wil) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild (on body)] wild infusion [Str] (physical; 14.5% x5 turns)wild infusion [Str] (physical; 14.5% x5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14%(+0%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength stat. (13 + 0.1 Str) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune [Cun] (range 11; power 31; dur 4) phase door rune [Cun] (range 11; power 31; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. (22 + 0.1 Cun) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune [Mag] (absorb 118 for 4 turns) shielding rune [Mag] (absorb 118 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 4 turns. Its effects scale with your Magic stat. (82 + 3.0 Mag) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune [Con] (range 53) teleportation rune [Con] (range 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Lightningblight the gold amulet (Around neck)] insulating copper amulet of healinginsulating copper amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+8%) Damage when hit (Melee): 0(-16) mind Changes stats: +0(-5) Dex / +0(-5) Cun / +0(-5) Con Changes resistances: +11% cold / +11% fire Changes damage: +0%(-6%) lightning Cut immunity: +50% Life regen: +0.00 (-0.50) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. Lightningblight the gold amulet (Around neck)] insulating copper amulet of willpower (+3)insulating copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+8%) Damage when hit (Melee): 0(-16) mind Changes stats: +0(-5) Dex / +3 Wil / +0(-5) Cun / +0(-5) Con Changes resistances: +11% cold / +11% fire Changes damage: +0%(-6%) lightning Life regen: +0.00 (-0.50) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] copper ring of perseverancecopper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] copper ring of perseverancecopper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] savior's copper ring of tenacitysavior's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] warrior's copper ring of claritywarrior's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] Mokhad the steel ringMokhad the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% acid / +0%(-20%) lightning Changes damage: +3% acid / +3% temporal / +0%(-10%) lightning Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)] KindleravageKindleravage Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes stats: +4 Cun / +5 Mag Changes resistances: +0%(-20%) lightning Changes resistances penetration: +5% fire Changes damage: +0%(-10%) lightning Spellpower: +7 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. thought-forged iron dagger of projection (102% power, 5 apr) (In main hand, 1 of 2)] surging yew starstaff of fate (120% power, 4 apr, physical element)This item will automatically be transmogrified when you leave the level. surging yew starstaff of fate (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (+18%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-1) Physical crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-8%) Damage (Melee): +0(-9) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-1) Wil Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. thought-forged iron dagger of projection (102% power, 5 apr) (In main hand, 1 of 3)] acidic iron dagger (97% power, 5 apr)acidic iron dagger (97% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% (-5%) 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 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-8%) On weapon crit: + splashes the target with acid Damage (Melee): +4 acid / +0(-9) mind When wielded/worn: Changes stats: +0(-2) Cun / +0(-1) Wil Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Xerumikira the Glintpyre (3 def, 6 armour) (Main armor)] Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Armour: +6 (-) Defense: +12 (+0 eff.) (+9 (+0 eff.)) Fatigue: +7% (-1%) Damage (Melee): 0(-7) acid / 0(-30) item nature slow / 0(-15) item light blind Damage (Ranged): 0(-7) acid Changes stats: +4 Con Changes resistances: +0%(-11%) acid / +0%(-13%) nature Changes resistances penetration: +0%(-5%) light Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. Xerumikira the Glintpyre (3 def, 6 armour) (Main armor)] Unraroddandil the drakeskin leather armour (5 def, 8 armour)Unraroddandil the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +0 (-5) Armour: +8 (+2) Defense: +5 (+0 eff.) (+2 (+0 eff.)) Fatigue: +8% (-) Damage (Melee): 0(-7) acid / 0(-30) item nature slow / 0(-15) item light blind Damage (Ranged): 0(-7) acid Damage when hit (Melee): 4 arcane Changes resistances: +28% lightning / +0%(-13%) nature / +0%(-11%) acid Changes resistances penetration: +0%(-5%) light Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Life regen: +17.00 Infravision radius: +2 Healing mod.: +38% A suit of armour made of leather. |
[vs. Xerumikira the Glintpyre (3 def, 6 armour) (Main armor)] steel mail armour of resilience (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. steel mail armour of resilience (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Armour: +6 (-) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +14% (+6%) Damage (Melee): 0(-7) acid / 0(-30) item nature slow / 0(-15) item light blind Damage (Ranged): 0(-7) acid Changes resistances: +0%(-11%) acid / +0%(-13%) nature Changes resistances penetration: +0%(-5%) light Maximum life: +26.00 A suit of armour made of mail. |
[vs. rough leather belt of burglary (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes stats: +0(-4) Dex / +0(-3) Cun / +0(-6) Lck Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-5) Maximum encumbrance: +70 Knockback immunity: +40% Infravision radius: +0 (-3) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Alusin (0 def, 1 armour) (On head)] stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +3 Wil Changes resistances: +0%(-3%) blight / +16% fire Changes damage: +0%(-9%) physical / +11% fire Physical save: +5 (+2 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-20 (-13 eff.)) Mental save: +0 (+0 eff.) (-10 (-6 eff.)) A pointy cloth hat, very wizardly... |
[vs. Alusin (0 def, 1 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (+5) Fatigue: +8% (+7%) Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +0%(-3%) blight Changes damage: +10%(+1%) physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+9 eff.) (-8 (-4 eff.)) Mental save: +12 (+7 eff.) (+2 (+1 eff.)) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. garnetgarnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
[vs. Telekinetic Core (Tool)] miner's iron pickaxe (dig speed 30 turns)miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +1 Str / +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By alan vega the Halfling Rogue level 9
3rd Flare 122nd year of Ascendancy at 10:54 see stats
Exterminator
Killed 1000 creatures.By alan vega the Halfling Rogue level 17
13rd Regrowth 123rd year of Ascendancy at 13:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By alan vega the Halfling Rogue level 18
25th Regrowth 123rd year of Ascendancy at 18:19 see stats
Level 10
Got a character to level 10.By alan vega the Halfling Rogue level 10
9th Dusk 122nd year of Ascendancy at 18:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By alan vega the Halfling Rogue level 11
35th Dusk 122nd year of Ascendancy at 09:18 see stats
The Arena
Unlocked Arena mode.By alan vega the Halfling Rogue level 5
78th Pyre 122nd year of Ascendancy at 06:46 see stats
The secret city
Discovered the truth about mages.By alan vega the Halfling Rogue level 10
14th Dusk 122nd year of Ascendancy at 00:17 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By alan vega the Halfling Rogue level 15
4th Decay 122nd year of Ascendancy at 19:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By alan vega the Halfling Rogue level 17
14th Regrowth 123rd year of Ascendancy at 04:55 see stats
Log
Alan vega deactivates Stealth.
alan vega notices you at the last moment!
Alan vega resists the mind attack!
Thunderstorm hits alan vega for (8 to ice), 12 lightning (12 total damage).
alan vega hits alan vega for , (slow 30%), , , (slow 30%), (0 total damage).
alan vega hits Iceblock for 57 physical, 4 mind, 6 acid, 14 mind, 64 physical, 4 blight, 6 acid, 14 mind (166 total damage).
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits alan vega for (20 to ice), 30 lightning (30 total damage).
White jelly's Slime Spit hits alan vega for (19 to ice), 29 nature (29 total damage).
Urkis, the High Tempest speeds up.
Thunderstorm hits alan vega for (8 to ice), 11 lightning (11 total damage).
Alan vega resists the mind attack!
Alan vega resists the mind attack!
Alan vega resists the mind attack!
alan vega hits alan vega for , (slow 30%), , , (slow 30%), (0 total damage).
alan vega hits Iceblock for 72 physical, 5 mind, 7 acid, 8 mind, 76 physical, 4 blight, 7 acid, 8 mind (186 total damage).
Urkis, the High Tempest activates Tempest.
Alan vega is no longer evading attacks.
Talent Infusion: Wild is ready to use.
Thunderstorm hits alan vega for (13 to ice), 19 lightning (19 total damage).
Urkis, the High Tempest casts Lightning.
Alan vega tries to evade attacks.
Urkis, the High Tempest hits alan vega for (55 to ice), 82 lightning (82 total damage).
Thunderstorm hits alan vega for (3 to ice), 5 lightning (5 total damage).
Alan vega uses Whirlwind.
alan vega evades Urkis, the High Tempest.
Saving game...
