










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 | 16 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Emelossra the slaver at level 16 on the 33rd Haze 122nd year of Ascendancy at 19:32 / 1 |
Primary Stats
| Strength | 54 (base 31) |
| Dexterity | 70 (base 41) |
| Constitution | 11 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | -25/476 |
| Stamina | 120/158 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 0.25207182320443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +122.68086021979% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Physical | +11% |
Defense: Base
| Armour (hardiness) | 18.335093952971 (48.103448275862%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 16 |
| Physical Save | 31 |
| Spell Save | 17 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 41%( 70%) |
| Light | + 40%( 70%) |
| Nature | + 37%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 35%( 70%) |
| All | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Disarm Resistance | 21% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 13.60 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: 17 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 |
| 3/5 |
| 2/5 |
| 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 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| beneficial effect | Focusing on defense and mobility, reducing all damage taken by 18%, stamina regeneration by 5.6 and movement speed by 173%. Melee and ranged attacks will break this effect. Escape |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is on fire, taking 19.86 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the repented thief from death by Belebreta the cave bear. Escort: repented thief (level 2 of Norgos Lair) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. | 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 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 Clear | active |
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 | undeterred pair of rough leather boots of evasion (11 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +11 (+5 eff.) Fatigue +1% Silence- +22% Confus- +21% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Dagirarin (16/16, 121% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Psionic Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Ranged+ +8 lightning +11 cold +12 darkness Against +12% Living On Hit.r1 +8 mind +4 acid On Crit.r2 +4 mind On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
| Light source | 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. |
| On head | Urthalach (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag +2 Wil +1 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% mind ---------- misc Infravis +2 See.Invis +9 A cap made of leather. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 14 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
| Around waist | rough leather belt of containment1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +10 Max.HP +53.00 ---------- misc Max.mana +36.00 Max.stam +25.00 Max.hate +11.00 Max.psi +20.00 Max.vim +20.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Lorudokan the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +6% nature Max.HP +20.00 ---------- misc Stam/turn +0.60 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bokegund the steel mail armour (2 def, 13 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +2.00 A suit of armour made of mail. |
| Cloak | Adarevena the Shadeborn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +2 Mag dps ---------- Melee Ret 8 darkness ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 10.00% Max.HP +30.00 ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets can have magical properties. |
Inventory
steel amulet 'Cuthukhad'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +9.00% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Resists +16% light +13% darkness Heal.mod +5% Blind- +20% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +4 Resists +22% nature Rings can have magical properties. |
ash vilestaff of fate (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword of the mystic (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 133% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.pwr +10 (+8 eff.) Massive two-handed swords. |
steel mace 'Rhoyon' (109% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% mind +5% temporal Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+4 eff.) Resists +9% temporal Disarm- +26% Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
thought-forged steel mace of daylight (105% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Psionic Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light +5 mind Against +8% Undead On Hit: * 12% chance to cause random gloom While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
steel waraxe (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) 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. |
steel mail armour 'Kilnream' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +6% fire Res.pen +15% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +3% blight HP.reg +3.00 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Nerovena the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +4 Wil dps ---------- Dmg.mod +3% arcane ----- def ----- Fatigue -5% Resists +5% arcane ---------- misc Vim/s.crit +1.00 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nathan the Skeleton Archer level 8
9th Dusk 122nd year of Ascendancy at 22:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nathan the Skeleton Archer level 10
26th Dusk 122nd year of Ascendancy at 21:19 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nathan the Skeleton Archer level 15
69th Dusk 122nd year of Ascendancy at 06:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nathan the Skeleton Archer level 7
10th Mirth 122nd year of Ascendancy at 00:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nathan the Skeleton Archer level 14
56th Dusk 122nd year of Ascendancy at 23:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nathan the Skeleton Archer level 13
50th Dusk 122nd year of Ascendancy at 22:48 see stats
Log
Enthralled slave says: 'Thanks for this!'
Enthralled slave hits Enthralled slave for 40 physical, 6 acid (47 total damage).
Emelossra the slaver casts Time Skip.
Emelossra the slaver hits Nathan for 109 temporal damage.
Emelossra the slaver casts Temporal Bolt.
Emelossra the slaver hits Nathan for 83 temporal damage.
Nathan repels an attack from Enthralled slave.
Emelossra the slaver's Temporal Bolt hits Enthralled slave for 87 temporal damage.
Nathan's Intuitive Shots hits Enthralled slave for 3 mind, 1 acid (5 total damage).
Nathan's Intuitive Shots hits Emelossra the slaver for 6 lightning damage.
Nathan's Intuitive Shots hits Something for 6 lightning damage.
Nathan's Intuitive Shots hits Enthralled slave for 3 mind damage.
Nathan's Intuitive Shots hits Enthralled slave for 20 physical, 3 lightning, 4 cold, 5 darkness, 3 mind, 2 acid (37 total damage).
Nathan's Intuitive Shots killed Enthralled slave!
Emelossra the slaver's Temporal Bolt hits Slaver for 91 temporal damage.
Nathan casts Rune: Phase Door.
Nathan is out of phase.
Emelossra the slaver casts Flameshock.
Nathan is stunned by the burning flame!
Nathan is not stunned anymore.
Burning Shock from Emelossra the slaver hits Nathan for 19 fire damage.
Nathan uses Escape.
Nathan enters an evasive stance!.
Burning Shock from Emelossra the slaver hits Enthralled slave for 22 fire damage.
Burning Shock from Emelossra the slaver hits Enthralled slave for 22 fire damage.
Emelossra the slaver casts Lightning.
Saving game...







































































