Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Steamtech UI 1.1.4 Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Improved Auto-explore and Rest 1.4.9Quality 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 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 8 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 8 on the 10th Mirth 122nd year of Ascendancy at 08:26 / 1 |
Primary Stats
| Strength | 49 (base 29) |
| Dexterity | 31 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 33 (base 24) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/230 |
| Hate | 79/100 |
| Healing Factor | 0.81269711105131 |
| Regeneration | 0.20317427776283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 29 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 29 |
| Crit Chance | 5% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 24.08934837382 (81.030927835052%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 20 |
| Physical Save | 23 |
| Spell Save | 15 |
| Mental Save | 22 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 15% |
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 13.87 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: 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: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Cursed Form |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed black mamba head. | 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 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 |
Equipment
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+7 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On hands | [vs. sand iron gauntlets (0 def, 6 armour) (On hands)] sand iron gauntlets (0 def, 6 armour)sand iron gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 (-) Damage (Melee): 6(-) physical Changes damage: +4%(-) physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. stabilizing linen wizard hat (1 def, 0 armour) (On head)] stabilizing linen wizard hat (1 def, 0 armour)stabilizing linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Wil Physical save: +6 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
| Main armor | [vs. iron plate armour (3 def, 7 armour) (Main armor)] iron plate armour (3 def, 7 armour)iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +3 (+3 eff.) (-) Fatigue: +20% (-) A suit of armour made of metal plates. |
| In main hand | [vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] steel longsword of erosion (115% power, 3 apr)steel longsword of erosion (115% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +5(-) nature / +6(-) temporal Sharp, long, and deadly. |
| In off hand | [vs. steel longsword of erosion (115% power, 3 apr) (In main hand, 1 of 2)] slime-covered steel dagger of massacre (115% power, 6 apr)slime-covered steel dagger of massacre (115% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% (+0%) Range: 1.3x (-0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 5% (+5%) Damage (Melee): +0(-6) temporal / +0(-5) nature Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+2 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 51)healing infusion of the wizard (heal 51) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (resist 13%; cure magical)wild infusion of the psychic (resist 13%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] balanced iron battleaxe of erosion (110% power, 1 apr)balanced iron battleaxe of erosion (110% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% (-5%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-2) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +9(+4) nature / +7(+1) temporal When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+9 eff.) Disarm immunity: +29% Massive two-handed battleaxes. |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] balanced steel battleaxe of dampening (122% power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of dampening (122% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% (+7%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +0(-6) temporal When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+9 eff.) Changes resistances: +10% acid / +12% fire / +13% cold / +13% lightning Spell save: +7 (+6 eff.) Disarm immunity: +28% Massive two-handed battleaxes. |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] iron battleaxe of massacre (129% power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe of massacre (129% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 129% (+14%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-2) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +0(-6) temporal Massive two-handed battleaxes. |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] arcing iron mace of erosion (104% power, 2 apr)This item will automatically be transmogrified when you leave the level. arcing iron mace of erosion (104% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% (-10%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6(-) temporal / +5(-) nature Blunt and deadly. |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand, 1 of 2)] horrifying mossy mindstar (75% power, 12 apr, nature damage)This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-40%) Range: 1.1x (-0.3x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +0(-6) temporal When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +3% mind / +3% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand, 1 of 2)] horrifying vined mindstar of resolve (81% power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of resolve (81% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% (-34%) Range: 1.1x (-0.3x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +0(-6) temporal When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes stats: +3 Wil Changes damage: +3% mind / +3% darkness Physical save: +2 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. steel longsword of erosion (115% power, 3 apr) (In main hand)] elm starstaff (100% power, 2 apr, darkness element)This item will automatically be transmogrified when you leave the level. elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-15%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +0(-6) temporal When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Armudratar'rough leather belt 'Armudratar' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight / +6% fire / +5% cold Changes damage: +3% arcane Mana each turn: +0.16 Mana when firing critical spell: +1.00 A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)] enveloping linen cloak of battle (6 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping linen cloak of battle (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) (-4 (-1 eff.)) Defense: +6 (+6 eff.) Fatigue: -2% Physical save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Deception (Cloak)] linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+1 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. iron plate armour (3 def, 7 armour) (Main armor)] slimy woollen robe of corrosion (+16%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. slimy woollen robe of corrosion (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-20%) Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Changes resistances: +16% acid Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. stabilizing linen wizard hat (1 def, 0 armour) (On head)] iron helm 'Oladas' (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm 'Oladas' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +3 Str / +0(-3) Wil Changes resistances: +6% darkness / +6% temporal / +5% arcane / +3% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Pinning immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. stabilizing linen wizard hat (1 def, 0 armour) (On head)] linen wizard hat (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-3) Wil Physical save: +0 (+0 eff.) (-6 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. iron plate armour (3 def, 7 armour) (Main armor)] spiked iron mail armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-8%) Damage when hit (Melee): 11 physical A suit of armour made of mail. |
[vs. iron plate armour (3 def, 7 armour) (Main armor)] spiked steel mail armour of acid resistance (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. spiked steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-1) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +14% (-6%) Damage when hit (Melee): 12 physical Changes resistances: +17% acid A suit of armour made of mail. |
[vs. slime-covered steel dagger of massacre (115% power, 6 apr) (In off hand)] iron shield (4 def, 2 armour, 20 block)This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-6) Crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) On weapon hit: * Slows global speed by 0% (-5%) When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
4 agate 4 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
2 ametrine 2 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 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
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Never Winner VII the Skeleton Cursed level 8
8th Mirth 122nd year of Ascendancy at 05:35 see stats
Log
Ran for 5 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Never Winner VII picks up (p.): spiked iron mail armour (2 def, 4 armour).
Never Winner VII picks up (b.): wild infusion of the psychic (resist 13%; cure magical).
Ran for 3 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the northeast (skeleton warrior)).
Skeleton warrior is weakened by the gloom.
Never Winner VII uses Frenzy.
Never Winner VII performs a melee critical strike against Skeleton warrior!
You revel in attacking a weakened foe! (+2 hate)
Never Winner VII performs a melee critical strike against Skeleton warrior!
Skeleton warrior slows down.
Never Winner VII performs a melee critical strike against Skeleton warrior!
Never Winner VII misses Skeleton warrior.
Never Winner VII misses Skeleton warrior.
Never Winner VII hits Skeleton warrior for 26 physical, 5 nature, 6 temporal, 6 physical, 7 physical, 6 physical, 18 physical, 5 nature, 6 temporal, 6 physical, 7 physical, 6 physical, 16 physical, 5 nature, 6 temporal, 6 physical, 14 physical, 5 nature, 6 temporal, 6 physical (169 total damage).
Skeleton warrior uses Stunning Blow.
You fight through the pain! (+24 hate)
Never Winner VII is stunned!
Skeleton warrior hits Never Winner VII for 135 physical, 8 darkness (142 total damage).
Never Winner VII's Rune: Shielding has been disrupted by anti-magic forces!
Your hatred grows even as your life fades! (+17 hate)
Saving game...
