












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Improved Auto-explore and Rest 1.6.5Quality 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. Embers of Rage 1.6.7Official 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 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 15 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 43rd Dusk 122nd year of Ascendancy at 05:57 / 1 |
Primary Stats
| Strength | 41 (base 36) |
| Dexterity | 22 (base 20) |
| Constitution | 36 (base 24) |
| Magic | 16 (base 11) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -8/594 |
| Stamina | 35/130 |
| Healing Factor | 0.45426884195776 |
| Regeneration | 10.751429156989 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 35 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Lightning | +9% |
| Light | +9% |
| Darkness | +12% |
| Blight | +8% |
| Cold | +15% |
| Fire | +6% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +18% |
| Light | +28% |
| Physical | +18% |
| All | +13% |
| Nature | +18% |
Defense: Base
| Armour (hardiness) | 75.65867030493 (100%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 28 |
| Physical Save | 36 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 44%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 19%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Pinning Resistance | 33% |
| Knockback Resistance | 100% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Chant of Fortress |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, doing 37.36 blight damage per turn and reducing healing received by 74%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | All damage penetration increased by 13%. Charm: Piercing |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
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 | [vs. Scorpiontrencher the pair of iron boots (0 def, 3 armour) (On feet)]Scorpiontrencher the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +3.0% (-) Physical power: +3 (+1 eff.) (-) Armour: +3 (-) Fatigue: +2% (-) Changes stats: +2(-) Dex Changes resistances: +6%(-) nature Changes resistances penetration: +5%(-) nature Changes damage: +9%(-) nature Light radius: +2 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. pouch of iron shots 'Lightningradiance' (14/14, 13.5-16.2 power, 1 apr) (Quiver)]pouch of iron shots 'Lightningradiance' (14/14, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 (-) Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 14 (-) On weapon hit: * 20% chance to reduce all saves and defense by 10 Damage (radius 1) on hit: +4(-) mind Damage (radius 2) on crit: +8(-) mind / +12(-) lightning Shots are used with slings to pummel your foes to death. |
| Light source | [vs. brass lantern 'Lightningoozer' (Light source)]brass lantern 'Lightningoozer' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 9% Damage (Melee): 0(-20) item darkness numbing Changes resistances: +6%(-) lightning / +3%(-) fire Changes resistances penetration: +5%(-) darkness Changes damage: +9%(-) lightning / +3%(-) fire Mental save: +6 (+4 eff.) (-) Light radius: +3 (-) See stealth: +6 (-) See invisible: +7 (-) 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. Brightfoe the iron helm (0 def, 3 armour) (On head)]Brightfoe the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +5(-) Mag / +3(-) Con Changes resistances: +3%(-) light Changes resistances penetration: +15%(-) light Changes damage: +9%(-) light See invisible: +3 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (On hands)]cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 5(-) fire Changes stats: +3(-) Str Changes resistances: +7%(-) fire Changes damage: +3%(-) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Galequarry the ash totem of healing [power 182] (13/15 cooldown) (Tool)]Galequarry the ash totem of healing [power 182] (13/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Defense: +5 (+2 eff.) (-) Changes stats: +1(-) Str Changes resistances: +9%(-) lightning Changes resistances penetration: +5%(-) physical Mental save: +9 (+7 eff.) (-) Hate when firing a critical mind attack: +2.00 (-) It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Barugar (On fingers, 1 of 2)]Barugar Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3(-) Wil / +3(-) Con Changes resistances: +24%(-) darkness / +28%(-) acid Changes damage: +12%(-) darkness / +14%(-) acid Reduces incoming crit damage: 15.00% (-) Disarm immunity: +20% (-) Pinning immunity: +33% (-) Knockback immunity: +28% (-) Maximum life: +36.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Barugar (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(+1) Wil / +6(+3) Con Changes resistances: +0%(-28%) acid / +25% cold / +10% nature / +0%(-24%) darkness Changes damage: +0%(-14%) acid / +15% cold / +0%(-12%) darkness Reduces incoming crit damage: 0.00% (-15.00%) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-33%) Knockback immunity: +0% (-28%) Maximum life: +0.00 (-36.00) 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 10.64 cold and 9.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| Around neck | [vs. starlit copper amulet (Around neck)]starlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +12%(-) darkness Blindness immunity: +23% (-) Amulets can have magical properties. |
| In main hand | [vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) Lifesteal (this weapon only): +10% (-) Damage conversion: 25%(-) blight When wielded/worn: Changes damage: +8%(-) blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In off hand)]Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15%(-) cold / +10%(-) fire Talents granted: +1.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | [vs. Ce'Numina the linen cloak (6 def, 0 armour) (Cloak)]Ce'Numina the linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +1(-) Str Critical mult.: +20.00% (-) Physical save: +6 (+3 eff.) (-) 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. impenetrable steel plate armour of implacability (0 def, 20 armour) (Main armor)]impenetrable steel plate armour of implacability (0 def, 20 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 (-) Fatigue: +16% (-) Physical save: +7 (+4 eff.) (-) A suit of armour made of metal plates. |
Inventory
[vs. Infusion: Wild (on body)]This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (res 18%; magical; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-2) 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 and -physical effect and reduce all damage taken by 18%(+4%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (32-51.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2(+12.0 - +23.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +0% (-10%) Damage (radius 1) on hit: +7 fire Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +0%(-8%) blight Massive two-handed swords. |
[vs. Scorpiontrencher the pair of iron boots (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots of rushing (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-) Fatigue: +2% (-) Changes stats: +3 Str / +0(-2) Dex / +2 Con Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-9%) nature Light radius: +0 (-2) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
5 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
11 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. pouch of iron shots 'Lightningradiance' (14/14, 13.5-16.2 power, 1 apr) (Quiver)]198 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Accuracy: +0 (-5) Armour Penetration: +0 (-1) Crit. chance: +0.0% (-4.0%) Capacity: 0 (-14) On weapon hit: * 0% chance to reduce all saves and defense by 10 Damage (radius 1) on hit: +0(-4) mind Damage (radius 2) on crit: +0(-8) mind / +0(-12) lightning When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Lightningoozer' (Light source)]scorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +0%(-6%) lightning / +5%(+2%) fire Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-9%) lightning / +0%(-3%) fire / +6% mind Mental save: +0 (+0 eff.) (-6 (-4 eff.)) Light radius: +3 (-) See stealth: +0 (-6) See invisible: +0 (-7) 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. |
[vs. brass lantern 'Lightningoozer' (Light source)]This item will automatically be transmogrified when you leave the level. survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes resistances: +0%(-6%) lightning / +0%(-3%) fire Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-9%) lightning / +0%(-3%) fire Physical save: +5 (+2 eff.) Mental save: +6 (+4 eff.) (-) Light radius: +3 (-) See stealth: +5 (-1) See invisible: +7 (-) Healing mod.: +12% 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. |
[vs. brass lantern 'Lightningoozer' (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes resistances: +0%(-6%) lightning / +0%(-3%) fire Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-9%) lightning / +0%(-3%) fire Mental save: +0 (+0 eff.) (-6 (-4 eff.)) Light radius: +1 (-2) Infravision radius: +6 See stealth: +0 (-6) See invisible: +0 (-7) It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. brass lantern 'Lightningoozer' (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-20) item darkness numbing / 15 Lite Light Burst (radius 1) Changes resistances: +0%(-6%) lightning / +0%(-3%) fire / +30% light Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-9%) lightning / +0%(-3%) fire / +10% light Mental save: +0 (+0 eff.) (-6 (-4 eff.)) Light radius: +5 (+2) See stealth: +0 (-6) See invisible: +0 (-7) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Galequarry the ash totem of healing [power 182] (13/15 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Physical crit. chance: +0.0% (-3.0%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-1) Str Changes resistances: +0%(-9%) lightning Changes resistances penetration: +0%(-5%) physical Changes damage: +5% blight Mental save: +0 (+0 eff.) (-9 (-7 eff.)) Hate when firing a critical mind attack: +0.00 (-2.00) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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)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 Activation costs 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. |
[vs. Galequarry the ash totem of healing [power 182] (13/15 cooldown) (Tool)]overpowered elm totem of healing [power 158] (13/22 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-1) Str Changes resistances: +0%(-9%) lightning Changes resistances penetration: +0%(-5%) physical Mental save: +0 (+0 eff.) (-9 (-7 eff.)) Hate when firing a critical mind attack: +0.00 (-2.00) It can be used to heal yourself and all friendly characters within 10 spaces for 158 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Galequarry the ash totem of healing [power 182] (13/15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash wand of shielding [power 188] (13/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-1) Str Changes resistances: +0%(-9%) lightning Changes resistances penetration: +0%(-5%) physical Mental save: +0 (+0 eff.) (-9 (-7 eff.)) Hate when firing a critical mind attack: +0.00 (-2.00) It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Leonidus V the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 12:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Leonidus V the Cornac Bulwark level 12
3rd Summertide 122nd year of Ascendancy at 10:08 see stats
Log
Worm that walks misses Leonidus V.
Worm that walks hits Leonidus V for 7 blight, 3 cold, 18 blight, 4 light, 3 darkness, 19 blight, 4 light, 3 darkness, 19 blight (81 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Leonidus V activates his Galequarry the ash totem of healing!
Leonidus V feels pain again.
Worm Rot from Worm that walks hits Leonidus V for 32 blight, 19 acid (51 total damage).
Epidemic from Worm that walks hits Leonidus V for 44 blight damage.
Leonidus V receives 83 healing.
Worm that walks casts Acid Strike.
Worm that walks misses Leonidus V.
Worm that walks misses Leonidus V.
Worm that walks hits Leonidus V for 7 blight, 3 cold, 18 blight, 4 light, 3 darkness, 18 blight, 57 acid (110 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing (0 total damage) [16 healing].
Leonidus V uses Infusion: Regeneration.
Leonidus V starts regenerating health quickly.
Leonidus V has finished recovering.
A carrion worm mass bursts out of Leonidus V!
Leonidus V is free from the worm rot.
A carrion worm mass bursts out of Leonidus V!
Worm Rot from Worm that walks hits Carrion worm mass for 0 blight damage.
Worm Rot from Worm that walks hits Leonidus V for 30 blight, 18 acid (48 total damage).
Epidemic from Worm that walks hits Leonidus V for 42 blight damage.
Leonidus V the level 15 cornac bulwark was corroded to death by a worm that walks on level 1 of Old Forest.
Leonidus V stops regenerating health quickly.
Leonidus V is free from the epidemic.
Leonidus V deactivates Chant of Fortress.
Leonidus V deactivates Shield Wall.
Leonidus V deactivates Daunting Presence.




































































