Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 26 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Abomination at level 22 on the 55th Dusk 123rd year of Ascendancy at 15:41 / 2Killed by zombie bunny at level 26 on the 5th Regrowth 124th year of Ascendancy at 17:37 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 54 (base 51) |
| Magic | 67 (base 50) |
| Willpower | 30 (base 10) |
| Cunning | 20 (base 13) |
Resources
| Life | -27/592 |
| Mana | 85/230 |
| Negative | 9/90 |
| Positive | 95/95 |
| Healing Factor | 1.2946428571428 |
| Regeneration | 5.3727678571426 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.084881058435% |
| Spell | +5.5756707393996% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 11 |
| See Stealth | 31 |
| See Invisible | 34 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 11 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 54% |
| Speed | 0.94718792028172 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 5 |
| Physical Save | 26 |
| Spell Save | 55 |
| Mental Save | 43 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 84% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 53% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 magical or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Corona |
| talent | Hymn Nocturnalist |
| talent | Premonition |
| talent | Hymn of Shadows |
| talent | Chant of Resistance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 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 | pair of drakeskin leather boots 'Iselle' (0 def, 5 armour) pair of drakeskin leather boots 'Iselle' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes damage: +3% mind Critical mult.: +5.00% Silence immunity: +81% Confusion immunity: +64% Stun/Freeze immunity: +85% Stamina each turn: +0.70 Maximum stamina: +13.00 Maximum hate: +6.00 A pair of boots made of leather. |
| Light source | Harathel the Bogblack Harathel the BogblackPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% darkness Changes damage: +8% light / +6% nature Damage affinity(heal): +5% light Critical mult.: +10.00% Mental save: +15 (+5 eff.) Psi when hit: +0.08 Mindpower: +8 (+4 eff.) Mental crit. chance: +10% Light radius: +6 See stealth: +18 See invisible: +21 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 44.45 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | aegis linen wizard hat of knowledge (1 def, 0 armour) aegis linen wizard hat of knowledge (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun / +3 Wil Life regen: +2.10 Mindpower: +3 (+1 eff.) Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
| Tool | overpowered yew wand of conjuration [power 373] (11/14 cooldown) overpowered yew wand of conjuration [power 373] (11/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 186 to 373, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Kagund the steel ring Kagund the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% light Mental save: +6 (+2 eff.) Blindness immunity: +31% Silence immunity: +23% Confusion immunity: +20% Mana each turn: +0.14 Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +2% physical Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +22% Silence immunity: +38% Stun/Freeze immunity: +26% Life regen: +1.80 Mana each turn: +0.14 Infravision radius: +4 See stealth: +8 See invisible: +7 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | rough leather belt 'Voidjustice' rough leather belt 'Voidjustice'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% blight / +6% fire / +9% cold / +15% temporal Changes resistances penetration: +15% darkness Changes damage: +15% darkness A belt that goes around your waist. |
| In main hand | Penitence (15-18 power, 4 apr, darkness element) Penitence (15-18 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +40% blight / +30% darkness Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Disease immunity: +50% Spellpower: +3 (+1 eff.) Spell crit. chance: +14% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane Changes stats: +6 Wil / +5 Mag Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's woollen robe of alchemy (0 def, 0 armour) dreamer's woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +10% physical / +12% darkness / +11% fire / +11% mind / +12% cold Changes damage: +7% acid / +6% physical / +5% cold / +7% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +10 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Aeroba' (2 def, 0 armour) cashmere cloak 'Aeroba' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Str / +6 Dex / +8 Mag / +8 Wil Spell crit. chance: +5% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | archmage's gold amulet of constitution (+3) archmage's gold amulet of constitution (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Con Changes damage: +4% acid / +4% fire / +5% lightning / +4% cold Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 16%; cure physical) wild infusion of the sneak (resist 16%; cure physical)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: 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. Press to compare to your current inscriptions |
Feathersteel Amulet =traps= Feathersteel Amulet =traps=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.79 cold and 12.44 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, darkness element) =crit= cruel elven-wood starstaff of might (25-30 power, 5 apr, darkness element) =crit=Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle =set= Mighty Girdle =set=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt of unlife =waterbreathe= hardened leather belt of unlife =waterbreathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Earetir (0 def, 7 armour) =crit= Earetir (0 def, 7 armour) =crit=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Armour: +7 Fatigue: -4% Effects on melee hit: * 20% chance to disease Damage (Melee): 11 nature Changes stats: +2 Mag / +3 Con Changes resistances: +8% nature Changes damage: +7% nature Critical mult.: +11.00% Mental save: +8 (+3 eff.) Maximum life: +51.00 Spell crit. chance: +14% Mental crit. chance: +13% Metal gloves protecting the hands up to the middle of the lower arm. |
Tooth of the Mouth (dig speed 12 turns) =digger= Tooth of the Mouth (dig speed 12 turns) =digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
defiled ash wand of clairvoyance [power 10] (11/6 cooldown) defiled ash wand of clairvoyance [power 10] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of trap destruction [power 47] (11/11 cooldown) quick yew wand of trap destruction [power 47] (11/11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (47 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Lviis the Shalore Anorithil level 20
7th Flare 123rd year of Ascendancy at 10:03 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Lviis the Shalore Anorithil level 21
52nd Dusk 123rd year of Ascendancy at 05:16 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Lviis the Shalore Anorithil level 15
5th Allure 123rd year of Ascendancy at 15:23 see stats
Got eggs? (Roguelike)
Finish the Pikataclysm event.By Lviis the Shalore Anorithil level 26
5th Regrowth 124th year of Ascendancy at 17:32 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lviis the Shalore Anorithil level 26
69th Haze 123rd year of Ascendancy at 01:43 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lviis the Shalore Anorithil level 10
2nd Flare 122nd year of Ascendancy at 21:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lviis the Shalore Anorithil level 20
50th Pyre 123rd year of Ascendancy at 08:59 see stats
Lost in translation (Roguelike)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Lviis the Shalore Anorithil level 8
3rd Summertide 122nd year of Ascendancy at 20:35 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Lviis the Shalore Anorithil level 15
56th Dusk 122nd year of Ascendancy at 22:37 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Lviis the Shalore Anorithil level 18
15th Pyre 123rd year of Ascendancy at 16:26 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Lviis the Shalore Anorithil level 11
3rd Dusk 122nd year of Ascendancy at 09:39 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Lviis the Shalore Anorithil level 26
69th Haze 123rd year of Ascendancy at 02:44 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lviis the Shalore Anorithil level 20
70th Pyre 123rd year of Ascendancy at 00:00 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Lviis the Shalore Anorithil level 12
12nd Dusk 122nd year of Ascendancy at 19:28 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Lviis the Shalore Anorithil level 23
57th Dusk 123rd year of Ascendancy at 10:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Lviis the Shalore Anorithil level 16
60th Regrowth 123rd year of Ascendancy at 12:58 see stats
Unstoppable (Roguelike)
Returned from the dead.By Lviis the Shalore Anorithil level 22
55th Dusk 123rd year of Ascendancy at 15:42 see stats
Log
Zombie bunny rushes out!
Zombie bunny hits Lviis for 65 physical damage.
Zombie bunny hits Lviis for 56 physical damage.
Lviis hits Zombie bunny for 8 mind, 13 light, 18 darkness (39 total damage).
Lviis hits Zombie bunny for 7 mind, 17 light, 18 darkness (42 total damage).
Lviis hits Zombie bunny for 8 mind, 17 light, 18 darkness (43 total damage).
Zombie bunny hits Lviis for 76 physical damage.
--------------------------------
Lviis casts Twilight Surge.
Lviis's spell attains critical power!
Zombie bunny shrugs off the critical damage!
Lviis hits Zombie bunny for 98 light, 78 darkness (176 total damage).
Lviis hits Zombie bunny for 131 light, 78 darkness (209 total damage).
Lviis hits Zombie bunny for 74 light, 78 darkness (152 total damage).
Lviis's Corona hits Zombie bunny for 58 darkness damage.
Lviis's Corona hits Zombie bunny for 58 darkness damage.
Lviis's Corona hits Zombie bunny for 58 darkness damage.
Lviis's Corona hits Zombie bunny for 41 light damage.
The protective shield of Lviis disappears.
Zombie bunny loses sight!
Zombie bunny loses sight!
Talent Vitality is ready to use.
Talent Searing Light is ready to use.
Hymn of Shadows hits Zombie bunny for 33 darkness damage.
Hymn of Shadows hits Zombie bunny for 33 darkness damage.
Hymn of Shadows hits Zombie bunny for 33 darkness damage.
Hymn of Shadows hits Zombie bunny for 33 darkness damage.
Hymn of Shadows hits Zombie bunny for 29 darkness damage.
Zombie bunny rushes out!
Saving game...
