Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! 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. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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!) Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Cursed |
Level / Exp | 16 / 78% |
Size | small |
Lifes / Deaths | Killed by Subject Z at level 8 on the 7th Mirth 122nd year of Ascendancy at 06:52 0 / 5Killed by elven corruptor at level 13 on the 39th Dusk 122nd year of Ascendancy at 11:26 Killed by Xatha the cutpurse at level 15 on the 53rd Dusk 122nd year of Ascendancy at 09:05 Killed by Xatha the cutpurse at level 15 on the 53rd Dusk 122nd year of Ascendancy at 13:14 Killed by Horned Horror at level 16 on the 55th Dusk 122nd year of Ascendancy at 10:16 |
Primary Stats
Strength | 26.170224963639 (base 17) |
Dexterity | 17.340449927278 (base 10) |
Constitution | 29.340449927278 (base 27) |
Magic | 16.170224963639 (base 10) |
Willpower | 57 (base 43) |
Cunning | 16 (base 10) |
Resources
Life | 435/435 |
Hate | 48/102 |
Psi | 147/147 |
Healing Factor | 1.1862987512546 |
Regeneration | 4.3299904420793 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50.024464332583% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 8.340449927278 |
Offense: Mainhand
Damage | 13 |
Accuracy | 44 |
Crit Chance | 2% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 44 |
Crit Chance | 2% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +9% |
Light | +6% |
Temporal | +6% |
Blight | +4% |
Darkness | +3% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +10% |
Acid | +5% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 16.335093952971 (48.103448275862%) |
Defense | 18 |
Ranged Defense | 19 |
Fatigue | 14 |
Physical Save | 17 |
Spell Save | 41 |
Mental Save | 21 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 34%( 70%) |
Physical | + 18%( 71%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Lightning | + 42%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 36%( 79%) |
Mind | + 9%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Pinning Resistance | 31% |
Confusion Resistance | 41% |
Fear Resistance | 15% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 159 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Surge |
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -2 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. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -3 Luck, +3 Strength, +3 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 enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% 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
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 warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. 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...' * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
On feet | Rhikhad (Madness) (0 def, 7 armour) Rhikhad (Madness) (0 def, 7 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee Ret 8 physical ----- def ----- Armour +7 Fatigue +1% Resists +6% lightning +5% temporal +2% physical Curse of Madness A pair of boots made of leather. |
Quiver | tundral quiver of elm arrows of purging (14/14, 15.5-21.7 power, 5 apr) tundral quiver of elm arrows of purging (14/14, 15.5-21.7 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Disrupt Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 14 Ranged+ +9 nature +15 cold On Crit.r2 +9 cold On Hit: * 25% chance to remove a magical effect Arrows are used with bows to pierce your foes to death. |
Light source | Mucusmaim the brass lantern Mucusmaim the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% acid +20% nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid ---------- misc Light +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. |
On head | Tadin the Galeshear (Misfortune) (0 def, 1 armour) Tadin the Galeshear (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +9% lightning Res.pen +5% darkness Melee Ret 4 darkness 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Curse of Misfortune A cap made of leather. |
On hands | scouring dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex dps ---------- Acc +12 (+6 eff.) On Melee Ret: * 17% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+3 eff.) Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Glowmortal Glowmortal0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% temporal Res.pen +20% temporal On Hit (Melee): * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +21.00 Disarm- +24% Pinning- +31% Knockbk- +26% Rings can have magical properties. |
On fingers | copper ring 'Radhineg' copper ring 'Radhineg'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +4 Wil dps ---------- Melee+ 22 light Ranged+ 21 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 13% chance to blind ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Rings can have magical properties. |
Around neck | grounding copper amulet of strength (+4) grounding copper amulet of strength (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets can have magical properties. |
In main hand | Wretchbraid (Madness) (5-5.5 power, 18 apr, mind damage) Wretchbraid (Madness) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +6% Mind.pwr +4 (+2 eff.) Dmg.mod +8% mind +3% darkness Melee Ret 4 nature 20 mind 3 darkness On Hit (Melee): * Slows global speed by 30% ---------- misc Max.hate +2.00 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. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | Blindbreaker the vined mindstar (Corpses) (4.5-4.95 power, 18 apr, nature damage) Blindbreaker the vined mindstar (Corpses) (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +5% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% blight +6% cold +12% darkness Spell.save +30 (+10 eff.) Max.HP +17.00 HP.reg +0.70 Curse of Corpses 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. |
Cloak | resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour) resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating iron mail armour of lightning resistance (Corpses) (2 def, 4 armour) rejuvenating iron mail armour of lightning resistance (Corpses) (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning HP.reg +2.70 ---------- misc Stam/turn +0.60 Curse of Corpses A suit of armour made of mail. |
Inventory
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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
By ___________ the Yeek Cursed level 10
4th Flare 122nd year of Ascendancy at 02:50 see stats
Log
Bought: scouring dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour) for 173.68 gold.
New shimmer option unlocked: dwarven-steel gauntlets
___________ wears (replacing blighted rough leather gloves of dexterity (+2) (Nightmares) (0 def, 1 armour)): scouring dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour).
--------------------------------
You gain 1.93 gold from the transmogrification of blighted rough leather gloves of dexterity (+2) (Nightmares) (0 def, 1 armour).
--------------------------------
AI Disabled due to timeout after 301 turns. Did it get stuck?
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
--------------------------------
There is a Zigur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 62nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:51.
Saving done.
Today is the 63rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:01.
Today is the 64th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Ran for 25 turns (stop reason: didn't move).
--------------------------------
Today is the 65th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
--------------------------------
Today is the 66th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
--------------------------------
There is a A path into the Old Forest here (press '' or right click to use).
Ran for 9 turns (stop reason: interesting terrain).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
___________ deactivates Gloom.
___________ deactivates Stalk.
___________ deactivates Surge.