









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 20 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Xildaldath the green ooze at level 20 on the 5th Allure 123rd year of Ascendancy at 00:09 / 2Killed by Xildaldath the green ooze at level 20 on the 5th Allure 123rd year of Ascendancy at 00:20 |
Primary Stats
| Strength | 99 (base 39) |
| Dexterity | 75 (base 48) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | -183/526 |
| Stamina | 210/210 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 1.8286082474227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 36.970039208598 |
| See Invisible | 44.970039208598 |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 53 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Mind | +19% |
| Physical | +5% |
Offense: Damage Penetration
| Physical | +34% |
| Acid | +10% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 4 |
| Physical Save | 43 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 7%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 275 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the lost warrior from death by Islewyn the rogue sapper. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. 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 ice ant stinger. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn. 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Isena the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal HP.reg +0.40 A pair of boots made of leather. |
| Quiver | quiver of ash arrows 'Glorana' (4/14, 150% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master Power 150% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 14 Ranged+ +12 mind On Hit.r1 +8 mind Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Huradodur'1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +5% mind Acc +8 (+3 eff.) ----- def ----- Max.HP +46.00 Blind- +27% Confus- +15% ---------- misc Max.stam +20.00 Light +7 See.Stealth +5 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Grinyharasus' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +5 Wil +6 Cun dps ---------- Res.pen +10% acid ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| Tool | Loridondur (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +5 Con dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +6 ---------- misc Stam/turn +0.60 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
| On fingers | Layena the Shocksteel0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% mind +30% lightning Melee Ret 16 mind ----- def ----- Armour +10 Rings can have magical properties. |
| Around waist | rough leather belt 'Mardidukor'1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+2 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Heatfist the ash longbow4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +6 Dex dps ---------- Res.pen +24% physical +10% fire ----- def ----- Resists +6% mind +15% light Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Confus- +15% Longbows are used to shoot arrows at your foes. |
| On hands | Flashveil the rough leather gloves (0 def, 3 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Acc +14 (+5 eff.) ----- def ----- Armour +3 Resists +3% fire Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Die.at -60.00 life Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 24.92 to 31.15 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Urizor the Blastnight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +7 Str +4 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% physical Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Inventory
potent yew magestaff (127% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+11 eff.) Dmg.mod +24% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
inquisitor's dwarven-steel greatsword (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 17 arcane resource burn On Crit: * burns latent spell energy Massive two-handed swords. |
slime-covered steel longsword of erosion (113% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +7 nature On Hit: * Slows global speed by 9% Sharp, long, and deadly. |
reinforced steel shield of cold resistance (+21%) (6 def, 7 armour, 68 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +21% cold ---------- misc Talents +2 Block Handheld deflection devices. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% acid A suit of armour made of mail. |
Xeryriwen the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +19% acid +9% physical +5% arcane Phys.save +13 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +15 (+7 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
Hanugas the Sunenvy (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Mind.crit +4% Res.pen +20% light Melee Ret 8 mind ----- def ----- Defense +2 (+1 eff.) Spell.save -14 (-13 eff.) Mind.save +9 (+4 eff.) Heal/summ +30 ---------- misc Stam/turn +0.70 Mana/turn -0.11 Equi/ret +0.08 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eremista the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +7 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire ---------- misc Light +1 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
Toryndur the Noonspar (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% light Res.pen +15% light On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +20% light A cap made of leather. |
Ebonyire (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +18% darkness +6% lightning Melee Ret 8 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -7% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. 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)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. |
defiled ash wand of conjuration [power 163] (10 cooldown)2.0 T2 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +9.00 Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Derek the Skeleton Archer level 19
1st Decay 122nd year of Ascendancy at 20:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Derek the Skeleton Archer level 10
41st Dusk 122nd year of Ascendancy at 20:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Derek the Skeleton Archer level 20
2nd Decay 122nd year of Ascendancy at 10:57 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Derek the Skeleton Archer level 16
7th Haze 122nd year of Ascendancy at 04:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Derek the Skeleton Archer level 20
5th Allure 123rd year of Ascendancy at 00:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Derek the Skeleton Archer level 8
30th Dusk 122nd year of Ascendancy at 11:15 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Derek the Skeleton Archer level 17
45th Haze 122nd year of Ascendancy at 03:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Derek the Skeleton Archer level 7
19th Dusk 122nd year of Ascendancy at 10:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Derek the Skeleton Archer level 18
63rd Haze 122nd year of Ascendancy at 06:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Derek the Skeleton Archer level 13
61st Dusk 122nd year of Ascendancy at 03:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Derek the Skeleton Archer level 20
5th Allure 123rd year of Ascendancy at 00:09 see stats
Log
Derek overcomes the gloom
Derek uses Headshot.
The unstable sand tunnel collapses!
Siletira the gelatinous cube splits in two!
Siletira the gelatinous cube resists the mind attack!
Derek's Headshot hits Siletira the gelatinous cube for (70 deflected), 130 physical, 19 mind, 5 mind (154 total damage).
Derek's Headshot hits Gelatinous cube for 10 mind damage.
Derek's Headshot hits Adutta the sandworm destroyer for 8 mind damage.
Siletira the gelatinous cube uses Willful Strike.
Derek was smashed!
Siletira the gelatinous cube hits Derek for 140 physical, 20 physical (160 total damage).
Talent Rune: Phase Door is ready to use.
The unstable sand tunnel collapses!
Derek shoots!
Siletira the gelatinous cube splits in two!
Siletira the gelatinous cube resists the mind attack!
Adutta the sandworm destroyer resists the mind attack!
Derek's Shoot hits Siletira the gelatinous cube for (16 deflected), 72 physical, 10 mind, 9 mind (91 total damage).
Derek's Shoot hits Gelatinous cube for 10 mind damage.
Derek's Shoot hits Gelatinous cube for 10 mind damage.
Derek's Shoot hits Adutta the sandworm destroyer for 4 mind damage.
Talent Steady Shot is ready to use.
Derek shoots!
Derek's Shoot performs a ranged critical strike against Gelatinous cube!
Derek's Shoot hits Gelatinous cube for 335 physical damage.
Xildaldath the green ooze uses Mind Sear.
Saving game...
















































































