Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. 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:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Summoner |
| Level / Exp | 11 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Velusema the bee swarm at level 11 on the 11st Dusk 122nd year of Ascendancy at 00:00 / 1 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 16 (base 11) |
| Constitution | 12 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 44 (base 36) |
| Cunning | 31.507542059274 (base 23) |
Resources
| Life | -5/282 |
| Equilibrium | 21 |
| Healing Factor | 1.1264835164835 |
| Regeneration | 49.311960800191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 29 |
| Crit Chance | 9% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 29 |
| Crit Chance | 9% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 14 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 32 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | A flow of life spins around the target, regenerating 40.63 life per turn. Regeneration |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Equipment
| On feet | [vs. Brandoblivion the pair of rough leather boots (3 def, 1 armour) (On feet)] Brandoblivion the pair of rough leather boots (3 def, 1 armour)Brandoblivion the pair of rough leather boots (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+3 eff.) (-) Ranged Defense: +2 (+2 eff.) (-) Fatigue: +1% (-) Changes damage: +15%(-) fire Critical mult.: +5.00% (-) Spell save: +6 (+3 eff.) (-) Mana when firing critical spell: +1.00 (-) A pair of boots made of leather. |
| Light source | [vs. Gunayantir the brass lantern (Light source)] Gunayantir the brass lanternGunayantir the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4(-) Dex Physical save: +18 (+13 eff.) (-) Life regen: +0.80 (-) Light radius: +2 (-) Healing mod.: +11% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. stabilizing linen wizard hat (1 def, 0 armour) (On head)] stabilizing linen wizard hat (1 def, 0 armour)stabilizing linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Wil Physical save: +5 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. Lightningresolve (0 def, 1 armour) (On hands)] Lightningresolve (0 def, 1 armour)Lightningresolve (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 8(-) lightning Changes resistances: +12%(-) lightning Life regen: +1.20 (-) Stamina each turn: +0.60 (-) Maximum stamina: +11.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Imp Claw (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 86.44 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | [vs. Xanewe (On fingers, 1 of 2)] XaneweXanewe Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes stats: +3(-) Cun Changes resistances: +6%(-) blight / +6%(-) temporal / +3%(-) lightning Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Xanewe (On fingers, 1 of 2)] Elenindil the gold ringElenindil the gold ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-3) Cun / +1 Con Changes resistances: +6%(+3%) lightning / +0%(-6%) temporal / +20% nature / +0%(-6%) blight Changes resistances penetration: +5% physical Changes damage: +10% nature / +5% all Spell save: +12 (+6 eff.) Confusion immunity: +20% Maximum stamina: +21.00 Spellpower: +7 (+3 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Flashhunger (Around neck)] FlashhungerFlashhunger Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes damage: +3%(-) light Critical mult.: +5.00% (-) Life regen: +0.90 (-) Maximum vim: +40.00 (-) Spell crit. chance: +4% (-) Light radius: +1 (-) Damage Shield penetration: +20% (-) Amulets can have magical properties. |
| In main hand | [vs. gifted mossy mindstar (3-3.3 power, 22 apr, nature damage) (In main hand, 1 of 2)] gifted mossy mindstar (3-3.3 power, 22 apr, nature damage)gifted mossy mindstar (3-3.3 power, 22 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 55% Wil, 18% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +7 (+3 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle 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. |
| In off hand | [vs. gifted mossy mindstar (3-3.3 power, 22 apr, nature damage) (In main hand, 1 of 2)] creative mossy mindstar (2.5-2.75 power, 22 apr, mind damage)creative mossy mindstar (2.5-2.75 power, 22 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-0.5 - -0.6) Uses stats: 55% Wil, 18% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +6 Cun Critical mult.: +7.00% Mindpower: +4 (+2 eff.) (-4 (-1 eff.)) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of protection (1 def, 0 armour) (Cloak)] resilient linen cloak of protection (1 def, 0 armour)resilient linen cloak of protection (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Emelenn (1 def, 2 armour) (Main armor)] Emelenn (1 def, 2 armour)Emelenn (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 12(-) physical Changes stats: +3(-) Wil Grants telepathy: Dragon Infravision radius: +1 (-) See invisible: +12 (-) A suit of armour made of leather. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 174 over 5 turns)] (on body)] regeneration infusion of the wizard (heal 111 over 5 turns)regeneration infusion of the wizard (heal 111 over 5 turns) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111(-92) life over 5(-) turns. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 8; power 27; dur 3) phase door rune of the sneak (range 8; power 27; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Brandoblivion the pair of rough leather boots (3 def, 1 armour) (On feet)] Deludas the pair of iron boots (0 def, 7 armour)Deludas the pair of iron boots (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+6) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +2% (+1%) Changes damage: +0%(-15%) fire Grants telepathy: Dragon Critical mult.: +0.00% (-5.00%) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mana when firing critical spell: +0.00 (-1.00) Maximum life: +30.00 Spellpower: +3 (+1 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Brandoblivion the pair of rough leather boots (3 def, 1 armour) (On feet)] pair of iron boots 'Girin' (0 def, 7 armour)pair of iron boots 'Girin' (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+6) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: -3% (-4%) Changes damage: +0%(-15%) fire Critical mult.: +5.00% (-) Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +15% Mana when firing critical spell: +0.00 (-1.00) Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Imp Claw (Tool)] iron pickaxe (dig speed 37 turns)iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Uszimdith the Doomelf Summoner level 5
77th Pyre 122nd year of Ascendancy at 11:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Uszimdith the Doomelf Summoner level 10
3rd Summertide 122nd year of Ascendancy at 06:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Uszimdith the Doomelf Summoner level 10
3rd Summertide 122nd year of Ascendancy at 06:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Uszimdith the Doomelf Summoner level 9
10th Mirth 122nd year of Ascendancy at 10:04 see stats
Log
Velusema the bee swarm uses Mana Clash.
Velusema the bee swarm exudes antimagic forces.
War hound is knocked back!
Velusema the bee swarm's Strafe hits War hound for 44 physical, 0 arcane, 14 physical, 0 arcane (57 total damage).
Velusema the bee swarm's Strafe hits War hound for 47 physical, 5 acid, 14 physical (66 total damage).
Mana Clash hits War hound for 0 arcane, 0 arcane (0 total damage).
Mana Clash killed War hound!
Velusema the bee swarm shoots!
Velusema the bee swarm's Shoot performs a ranged critical strike against Uszimdith!
Velusema the bee swarm's Shoot hits Uszimdith for 43 physical, 5 acid, 14 physical, 0 arcane (61 total damage).
Velusema the bee swarm's Shoot hits Uszimdith for 64 physical, 0 arcane, 14 physical (78 total damage).
Mana Clash hits Uszimdith for 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Velusema the bee swarm shoots!
Velusema the bee swarm uses Mana Clash.
Uszimdith loses sight!
Today is the 11st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Mana Clash hits Uszimdith for 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Something hits Uszimdith for 39 physical, 5 acid, 14 physical, 0 arcane (57 total damage).
Velusema the bee swarm's Shoot hits Uszimdith for 42 physical, 0 arcane, 14 physical, 0 arcane (55 total damage).
Mana Clash hits Uszimdith for 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Uszimdith casts Rune: Shielding.
A shield forms around Uszimdith.
Uszimdith uses Infusion: Regeneration.
Uszimdith starts regenerating health quickly.
Something performs a ranged critical strike against Uszimdith!
Your shield crumbles under the damage!
The shield around Uszimdith crumbles.
Saving game...

