









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by elven warrior at level 24 on the 43rd Haze 122nd year of Ascendancy at 04:15 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 57 (base 54) |
| Willpower | 55 (base 49) |
| Cunning | 15 (base 11) |
Resources
| Life | 383/383 |
| Mana | 486/486 |
| Equilibrium | 0 |
| Positive | 119/119 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 2.3320652173913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 13 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Mind | +19% |
| Lightning | +68% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 1 |
| Physical Save | 29 |
| Spell Save | 38 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 294 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 835% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Adudheba the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Cloudbrand1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +12% lightning Max.HP +48.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glitterglean (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+4 eff.) Dmg.mod +18% acid +7% mind Res.pen +15% temporal ----- def ----- Defense +3 (+3 eff.) Resists +27% acid +15% temporal +6% light +12% mind +9% lightning Phys.save +9 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Max.psi +17.00 A pointy cloth hat, very wizardly... |
| Tool | yew totem of thorny skin 'Arcgrind' [power 35] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +20% lightning ----- def ----- Resists +6% lightning +9% fire ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- HP.reg +1.50 Stun/Frz- +23% Rings can have magical properties. |
| On fingers | savior's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | yew magestaff of channeling (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +18 (+6 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 47.38 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | dreamer's cashmere robe of lightning (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+2 eff.) Resists +18% lightning +13% mind +13% darkness Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets can have magical properties. |
Inventory
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 370.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% fire +10% cold Amulets can have magical properties. |
Burnenvy0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +2 Con dps ---------- Dmg.mod +10% nature Res.pen +5% fire ----- def ----- Fatigue -2% Resists +20% nature Rings can have magical properties. |
Shadowjustice0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Res.pen +20% darkness +5% arcane On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
shimmering ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+5 eff.) ---------- misc Mana/turn +0.15 Max.mana +40.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
regal linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +5 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Amaharadur' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Resists +6% blight Max.HP +50.00 ---------- misc Mana/turn +0.14 Psi/turn +0.12 Max.stam +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A pair of boots made of leather. |
pair of rough leather boots 'Flashlash' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Armour +5 Fatigue +1% Resists +12% fire ---------- misc Infravis +2 A pair of boots made of leather. |
Galespawner the hardened leather gloves (0 def, 8 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 nature Dmg.mod +5% nature ----- def ----- Armour +8 Resists +6% lightning +3% physical +7% nature Spell.save +6 (+3 eff.) Blind- +25% Teleport- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chargescar (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +10% nature +3% arcane Res.pen +20% arcane ----- def ----- Defense +1 (+1 eff.) Resists +15% nature +5% arcane A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
prismatic hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +11% cold +12% light +11% darkness ---------- misc Breathe water A cap made of leather. |
rough leather armour 'Velunne' (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +6% physical +9% light +5% arcane Phys.save +11 (+5 eff.) Confus- +5% A suit of armour made of leather. |
Bethukira (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% mind +5% physical ----- def ----- Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Resists +6% mind Max.HP +40.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 38.06 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dangdle the Cornac Archmage level 18
43rd Dusk 122nd year of Ascendancy at 04:16 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dangdle the Cornac Archmage level 18
77th Dusk 122nd year of Ascendancy at 10:07 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dangdle the Cornac Archmage level 24
40th Haze 122nd year of Ascendancy at 06:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dangdle the Cornac Archmage level 10
8th Mirth 122nd year of Ascendancy at 18:14 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dangdle the Cornac Archmage level 20
79th Dusk 122nd year of Ascendancy at 20:42 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Dangdle the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 00:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Dangdle the Cornac Archmage level 24
43rd Haze 122nd year of Ascendancy at 04:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dangdle the Cornac Archmage level 11
2nd Flare 122nd year of Ascendancy at 02:40 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dangdle the Cornac Archmage level 20
13rd Haze 122nd year of Ascendancy at 08:38 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Dangdle the Cornac Archmage level 20
12nd Haze 122nd year of Ascendancy at 21:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dangdle the Cornac Archmage level 17
24th Dusk 122nd year of Ascendancy at 13:51 see stats
Unstoppable (Roguelike)
Returned from the dead.By Dangdle the Cornac Archmage level 24
43rd Haze 122nd year of Ascendancy at 04:15 see stats
Log
The fabric of time around Dangdle stabilizes to normal.
The powerful time-altering energies generate a restoration field on Dangdle.
Elven blood mage's Blood Grasp hits Dangdle for (141 to time), 19 blight (19 total damage).
Something receives 10 healing from Dangdle.
Elven cultist's Soul Rot hits Dangdle for 247 blight damage.
Elven cultist casts Void Blast.
Saving game...
Elven warrior hits Dangdle for 70 physical, 5 cold, 9 fire (84 total damage).
Dangdle hits Elven warrior for 32 lightning damage.
Hurricane from Dangdle hits Elven blood mage for 100 lightning damage.
Rotting Disease from Elven cultist hits Elven warrior for 43 blight damage.
Dangdle the level 24 cornac archmage was roasted to death by an elven warrior on level 2 of Dark crypt.
Elven warrior killed Dangdle!
The Blood of Life rushes through your dead body. You come back to life!
Dangdle stops bleeding.
The fabric of time around Dangdle returns to normal.
Dangdle deactivates Keen Senses.
Dangdle deactivates Thunderstorm.
The furious lightning storm around Dangdle calms down and disappears.
Dangdle deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Dangdle deactivates Shielding.
Dangdle is moving less freely.
Dangdle deactivates Hurricane.
Dangdle deactivates Arcane Power.
Dangdle is free from the rotting disease.
Dangdle deactivates Arcane Shield.
Dangdle deactivates Tempest.
Personal New Achievement: Unstoppable (Roguelike)!








































































