







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 15 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 15 on the 34th Retaking 124th year of Ascendancy at 11:39 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 53 (base 41) |
| Willpower | 29 (base 32) |
| Cunning | 12 (base 11) |
Resources
| Life | -56/321 |
| Mana | 71/293 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 0.27978815428144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 21 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 23 |
Defense: Resistances
| Cold | + 22%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On hands | [vs. steady rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)]steady rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+11 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Dex Physical save: +5 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. woollen robe of power (0 def, 0 armour) (Main armor)]woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9%(-) all Changes damage: +5%(-) all Spellpower: +11 (+4 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | [vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)]spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Mana each turn: +0.13 (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +2% (-) A pointy cloth hat, very wizardly... |
| Light source | [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Maximum life: +40.00 (-) Light radius: +3 (-) Healing mod.: +10% (-) 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. |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| In main hand | [vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]ash magestaff of fate (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) lightning Talents granted: +1.00(-) Command Staff Physical save: +7 (+4 eff.) (-) Spell save: +8 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +6% (-) Staves designed for wielders of magic, by the greats of the art. |
Inventory
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel dagger of massacre (15-19 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5(+0.0 - +1.5) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel dagger of vileness (11-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3(-4.0 - -3.7) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 23 Damage (Melee): +9 blight When wielded/worn: Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of phasing (27-38 power, 9 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5(+12.5 - +20.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +13% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+7 eff.) Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +26% Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) Blunt and deadly. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% blight / +0%(-15%) lightning Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +2% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-5%) lightning Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +3 (+1 eff.) (-3 (-1 eff.)) Spell crit. chance: +1% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. greater ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) lightning / +15% cold / +15% arcane / +15% fire Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +10 (+3 eff.) (+4 (+1 eff.)) Spell crit. chance: +2% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced stralite waraxe of erosion (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0(+15.0 - +24.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+2) Crit. chance: +6.5% (+3.5%) Attack speed: 100% (-) Damage (Melee): +8 nature When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+5 eff.) Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +24% Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) One-handed war axes. |
[vs. ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. chilling dwarven-steel waraxe of paradox (18-25 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9(+3.5 - +7.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+1) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +7 temporal / +9 cold When wielded/worn: Changes resistances: +7% temporal Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) One-handed war axes. |
[vs. woollen robe of power (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7%(-2%) all Changes damage: +0%(-5%) all Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. steady rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)]Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-11 eff.)) Armour: +1 (-) Changes stats: +0(-2) Dex Talent granted: +1 Sand Shredder Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. woollen robe of power (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +5 Str Changes resistances: +7% physical / +15% darkness / +0%(-9%) all Changes damage: +0%(-5%) all Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. survivor's brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-40.00) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Activation costs 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. |
This item will automatically be transmogrified when you leave the level.focusing ash totem of summon tentacle [power 165] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 350 Base Damage: 173 Armor: 0 All Resist: 4 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Relgublek the Whitehoof Archmage level 12
31st Retaking 124th year of Ascendancy at 00:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Relgublek the Whitehoof Archmage level 10
26th Retaking 124th year of Ascendancy at 17:15 see stats
Log
Restless Night from Dreaming horror hits Relgublek for 41 mind damage.
Relgublek receives 31 healing from Temporal Restoration Field.
Dreaming horror's maelstrom pulls Relgublek in!
Dreaming horror's maelstrom hits Relgublek for 43 physical damage.
Relgublek casts Phase Door.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Relgublek's arcane area effect hits Dreaming horror for (5 dismissed), (2 resonance), 0 to psi, 1 arcane (2 total damage).
Dreaming horror hits Relgublek for 2 mind damage.
Talent Chain Lightning is ready to use.
Talent Manathrust is ready to use.
Talent Teleport is ready to use.
Talent Rune: Manasurge is ready to use.
Dreaming horror receives 4 healing (4 psi heal).
Ravage from Dreaming horror hits Relgublek for 43 physical damage.
Restless Night from Dreaming horror hits Relgublek for 41 mind damage.
Relgublek receives 31 healing from Temporal Restoration Field.
Dreaming horror uses Distortion Bolt.
Relgublek's arcane area effect hits Ancient Automated Archive (tinkers) for 19 arcane damage.
Relgublek casts Rune: Manasurge.
Relgublek starts to surge mana.
The fabric of time around Relgublek returns to normal.
Relgublek is no longer being ravaged.
Dreaming horror receives 4 healing (4 psi heal).
Restless Night from Dreaming horror hits Relgublek for 41 mind damage.
Dreaming horror's Distortion Bolt hits Relgublek for 185 physical damage.
Relgublek's arcane area effect hits Ancient Automated Archive (tinkers) for 19 arcane damage.
Relgublek the level 15 whitehoof archmage was tortured to death by a dreaming horror on level 1 of Ruins of a lost city.













































































