












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Better Item Description 1.5.5This 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 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 13 / 74% |
| Size | big |
| Lifes / Deaths | Killed by skeleton mage at level 13 on the 55th Dusk 122nd year of Ascendancy at 02:26 / 1 |
Primary Stats
| Strength | 42 (base 39) |
| Dexterity | 17 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 30 (base 29) |
| Cunning | 16 (base 10) |
Resources
| Life | -121/360 |
| Mana | 0/272 |
| Hate | 100/100 |
| Healing Factor | 1.47 |
| Regeneration | 1.1025 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Physical | +16% |
| Light | +31% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +9% |
| Acid | +10% |
| Cold | +11% |
| Physical | +15% |
| Mind | +10% |
| Nature | +28% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.030927835052%) |
| Defense | 23 |
| Ranged Defense | 28 |
| Fatigue | 22 |
| Physical Save | 30 |
| Spell Save | 21 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Teleport Resistance | 5% |
| Blind Resistance | 22% |
| Silence Resistance | 5% |
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 134 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| detrimental effect | The target is on fire, taking 15.41 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | On death will restore to the source up to 10 times the vim's worth. Bleak Outcome |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Stalking Xenor the elven mage. Bonus level 1: +5 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 707/742 +1 |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
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 |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | Heldil the pair of rough leather boots (9 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue -4% Resists +6% temporal Phys.save +16 (+8 eff.) Die.at -40.00 life Silence- +5% Teleport- +5% ---------- misc Max.enc +20 A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Hariyalathadig' (20/20, 29-34.8 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +6 acid +15 temporal On Hit: * 46% chance to gain 10% of a turn (3/turn limit) On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Armeyanik'2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Cun ---------- misc Light +6 Infravis +1 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Layussra (0 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Res.pen +15% physical ----- def ----- Armour +7 Fatigue +4% Die.at -80.00 life ---------- misc Stam/turn +1.00 Max.stam +15.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eilinariamina the Flamewell [power 205] (10 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +9% fire ---------- misc Max.vim +8.00 Talents +3 Void Blast +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 102 to 205 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On hands | Swampviper the hardened leather gloves (0 def, 10 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +6% physical Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +10 Resists +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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 | stralite waraxe 'Lightjam' (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% Melee+ +11 acid On Hit: * Random elemental explosion On Crit: * splashes the target with acid While equipped: Stats +1 Dex dps ---------- Dmg.mod +21% light Res.pen +10% acid +9% fire +11% cold +10% lightning Acc +9 (+3 eff.) ---------- misc Light +3 One-handed war axes. |
| Main armor | steel plate armour of command (9 def, 13 armour)17.0 T2 massive armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +9 (+5 eff.) Fatigue +22% Mind.save +13 (+6 eff.) A suit of armour made of metal plates. |
| In off hand | vined mindstar 'Isubeth' (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature This harmonious mindstar will complement other natural mindstars. Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +4 temporal While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Res.pen +3% nature +10% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature Max.HP +18.00 HP.reg +0.50 Heal.mod +12% Heal/summ +10 ---------- misc Equi/ret +0.60 Masteries +0.10 Wild-gift/Harmony 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. |
| Cloak | cashmere cloak 'Unrykhad' (7 def, 12 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex ----- def ----- Armour +12 Defense +7 (+4 eff.) Resists +13% cold Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Heal.mod +5% 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 amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +22% Amulets can have magical properties. |
Inventory
Beilekath the Searspawner0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% fire +10% physical Apr +1 Melee Ret 16 physical ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue -4% Resists +3% fire ---------- misc Max.enc +21 Max.stam +5.00 Rings can have magical properties. |
cruel elm starstaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (12.5-18.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Aeryroddakhad the Blastkiss (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 acid On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +5% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn Massive two-handed mauls. |
iron longsword of vileness (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit: * 5% chance to disease Sharp, long, and deadly. |
flaming iron waraxe of massacre (16.5-23.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe of persecution (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
horrifying mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind +2% darkness Melee Ret 3 mind 3 darkness 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. |
nature's mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Mind.save +2 (+1 eff.) Disease- +11% ---------- misc Max.psi +10.00 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. |
Lavaripper the vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +4 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature +2% acid Res.pen +15% temporal ----- def ----- Resists +2% blight Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.50 Max.psi +10.00 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. |
insidious iron steamsaw of acid resistance (+16%) (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Melee+ +10 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamgun of fire4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blastgasher (16/16, 20-28 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +10.5% Capacity 16 Ranged+ +11 acid +12 cold On Hit: * 40% chance to inflict 15% damage reduction * 20% chance to daze at end of turn On Crit: * cripple the target * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
icy pouch of iron shots of accuracy (8/14, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 14 Ranged+ +5 cold Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Growbreacher' (18/18, 17-20.4 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Proj.spd +200% On Crit.r2 +8 nature +4 physical On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
corrosive iron shield (4 def, 2 armour, 22.5 block)7.0 T1 shield armor [Ego+] Arcane While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of acid resistance (+17%) (6 def, 2 armour, 36.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% acid ---------- misc Talents +2 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of frost (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% cold ----- def ----- Resists +16% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% fire +11% light +11% darkness A suit of armour made of leather. |
spiked rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% cold A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour 'Mardaharakhad' (2 def, 13 armour)14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Resists +15% temporal +5% physical Phys.save +13 (+7 eff.) ---------- misc See.Invis +6 Telepathy Humanoid/Orc A suit of armour made of mail. |
iron plate armour 'Layyriselaith' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Res.pen +5% mind ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +16% acid ---------- misc Psi/ret +0.04 A suit of armour made of metal plates. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
pair of rough leather boots 'Daireldir' (6 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +5% arcane +9% blight Blind- +5% Teleport- +5% ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 28% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
insulating pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Resists +5% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +7% temporal ---------- misc Stam/turn +0.80 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Xeroretha (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid +9% physical ----- def ----- Armour +3 Fatigue +5% Heal.mod +20% ---------- misc Stam/turn +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
64 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dirge the Ogre Cursed level 7
1st Dusk 122nd year of Ascendancy at 00:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dirge the Ogre Cursed level 10
14th Dusk 122nd year of Ascendancy at 20:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dirge the Ogre Cursed level 7
11st Dusk 122nd year of Ascendancy at 09:13 see stats
Log
Dirge is moving less freely.
Dirge receives 5 healing from Unnatural Body.
Burning from Skeleton mage hits Dirge for 35 fire damage.
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Xenor the elven mage casts Earthen Missiles.
Elven guard starts to bleed.
Xenor the elven mage's Earthen Missiles hits Elven guard for 39 physical, 6 physical (45 total damage).
Xenor the elven mage's Earthen Missiles hits Elven guard for 39 physical, 6 physical (45 total damage).
Dirge stops regenerating health quickly.
Dirge stops burning.
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Elven guard overcomes the gloom
Bleeding from Xenor the elven mage hits Elven guard for 13 physical damage.
Skeleton mage casts Flame.
Skeleton warrior overcomes the gloom.
Xenor the elven mage casts Invoke Darkness.
Your hatred grows even as your life fades! (+12 hate)
Xenor the elven mage hits Dirge for 100 darkness damage.
Your hatred grows even as your life fades! (+4 hate)
Dirge is on fire!
Skeleton mage's Flame hits Dirge for 42 fire damage.
Burning from Skeleton mage hits Dirge for 14 fire damage.
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Bleeding from Xenor the elven mage hits Elven guard for 13 physical damage.
Skeleton mage casts Manathrust.
Your hatred grows even as your life fades! (+10 hate)
Saving game...
















































































