







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | 12 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 12 on the 18th Retaking 124th year of Ascendancy at 20:05 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 20 (base 15) |
| Magic | 51 (base 37) |
| Willpower | 19 (base 22) |
| Cunning | 12 (base 11) |
Resources
| Life | -51/305 |
| Mana | 132/222 |
| Healing Factor | 1.0870588855782 |
| Regeneration | 3.532941378129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 3 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 26 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Cold | + 22%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/3)
| 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 |
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. | active |
Equipment
| On feet | [vs. Betherina (5 def, 3 armour) (On feet)]Betherina (5 def, 3 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) (-) Armour: +3 (-) Defense: +5 (+4 eff.) (-) Fatigue: -6% (-) Damage when hit (Melee): 4(-) physical Changes resistances: +2%(-) physical Stamina each turn: +1.10 (-) Only die when reaching: -40.00 life (-) Maximum life: +35.00 (-) Maximum stamina: +51.00 (-) Spellpower: +7 (+3 eff.) (-) Mindpower: +4 (+2 eff.) (-) Movement speed: +10% (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. rough leather hat of constitution (+3) (0 def, 1 armour) (On head)]rough leather hat of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Con A hat made of leather. Very stylish. |
| Tool | [vs. ash totem of healing [power 170] (15 cooldown) (Tool)]ash totem of healing [power 170] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. savior's gold ring of perseverance (On fingers)]savior's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) (-) Spell save: +8 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Stun/Freeze immunity: +20% (-) Life regen: +2.00 (-) Rings make your fingers look great! |
| Around waist | [vs. blurring rough leather belt (Around waist)]blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+7 eff.) (-) Stealth bonus: +5 (-) A belt that goes around your waist. |
| In main hand | [vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]cruel ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 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 Critical mult.: +11.00% (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +8% (-) Staves designed for wielders of magic, by the greats of the art. |
| Main armor | [vs. mindwoven woollen robe (0 def, 0 armour) (Main armor)]mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9%(-) all Mental save: +16 (+10 eff.) (-) Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| 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 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+8 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | [vs. restful steel amulet of magic (+2) (Around neck)]restful steel amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +2(-) Mag Life regen: +1.00 (-) Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant of the wizard (efficiency 131% / cooldown 65%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.blink rune of the duelist (range 4; phase 11; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions (on body)]This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 22; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(-3) 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 22(-28) 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 45; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Deflection FieldRequires: - 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: Fireproof 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: Focus LensRequires: - 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: Frost 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. |
schematic: Hook ShellRequires: - 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: Iron GripRequires: - 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: 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. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. mighty ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +11 acid When wielded/worn: Physical power: +9 (+5 eff.) Changes stats: +3 Str Changes damage: +12% acid / +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-8%) Longbows are used to shoot arrows at your foes. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel mace of projection (14-19 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6(-1.0 - +1.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-8%) Blunt and deadly. |
[vs. cruel ash magestaff (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 Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+1 eff.) (-3 (-1 eff.)) Spell crit. chance: +1% (-7%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel waraxe (13-18 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(-2.0 - +0.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-8%) One-handed war axes. |
[vs. mindwoven woollen robe (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 Mental save: +0 (+0 eff.) (-16 (-10 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. mindwoven woollen robe (0 def, 0 armour) (Main armor)]shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7%(-2%) all Changes damage: +11% arcane Mental save: +0 (+0 eff.) (-16 (-10 eff.)) Maximum mana: +10.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Betherina (5 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Fatigue: +0% (+6%) Damage when hit (Melee): 0(-4) physical Changes resistances: +5% lightning / +7% temporal / +0%(-2%) physical Stamina each turn: +0.40 (-0.70) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-35.00) Maximum stamina: +10.00 (-41.00) Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-10%) A pair of boots made of leather. |
[vs. Betherina (5 def, 3 armour) (On feet)]scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +1 (-2) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Fatigue: +0% (+6%) Damage when hit (Melee): 0(-4) physical Changes resistances: +0%(-2%) physical Stamina each turn: +0.00 (-1.10) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-35.00) Maximum stamina: +0.00 (-51.00) Spellpower: +4 (+2 eff.) (-3 (-1 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-10%) A pair of boots made of leather. |
[vs. mindwoven woollen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel plate armour of resilience (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +12% blight / +12% nature / +0%(-9%) all Mental save: +0 (+0 eff.) (-16 (-10 eff.)) Maximum life: +23.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of metal plates. |
2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
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.pouch of steel shots (13/13, 21-25 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 Shots are used with slings to pummel your foes to death. |
[vs. ash totem of healing [power 170] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 26] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Amerodan the Whitehoof Archmage level 10
15th Retaking 124th year of Ascendancy at 09:46 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the west (sun-mage)).
Sun-mage casts Searing Light.
Sun-mage hits Amerodan for (25 flat reduction), (128 absorbed), 0 light (0 total damage).
Amerodan casts Chain Lightning.
Amerodan hits Sun-mage for 259 lightning damage.
Sun-mage's light area effect hits Amerodan for (25 flat reduction), (51 absorbed), 0 light (0 total damage).
Sun-mage casts Firebeam.
Sun-mage hits Amerodan for (20 flat reduction), (22 absorbed), (7 mana), 0 fire (0 total damage).
Sun-mage's light area effect hits Amerodan for (20 flat reduction), (56 absorbed), (56 mana), 0 light (0 total damage).
Sun-mage's light area effect hits Orc gunslinger for 84 light damage.
Amerodan casts Lightning.
Amerodan hits Sun-mage for 184 lightning damage.
Sun-mage casts Sun Flare.
Amerodan loses sight!
Amerodan deactivates Disruption Shield.
Amerodan's disruption shield collapses and then explodes in a powerful manastorm!
Something hits Amerodan for (15 flat reduction), 166 light (166 total damage).
Something hits Something for 199 light damage.
Something hits Something for 9 arcane damage.
Something hits Amerodan for (15 flat reduction), 61 light (62 total damage).
Amerodan casts Rune: Manasurge.
Amerodan starts to surge mana.
Something hits Amerodan for (10 flat reduction), 32 fire (33 total damage).
Something hits Amerodan for (10 flat reduction), 32 fire (33 total damage).
Something hits Amerodan for (10 flat reduction), 66 light (67 total damage).
Amerodan the level 12 whitehoof archmage was tanned to death by a sun-mage on level 2 of Sunwall Outpost.















































































