











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official 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 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 57188% |
| Size | medium |
| Lifes / Deaths | Killed by Bethedherin the corrupted acidic digestor at level 50 on the 35th Profit 122nd year of Ascendancy at 15:11 / 1 |
Primary Stats
| Strength | 66 (base 60) |
| Dexterity | 10 (base 12) |
| Constitution | 60 (base 48) |
| Magic | 72 (base 60) |
| Willpower | 43 (base 40) |
| Cunning | 16 (base 12) |
Resources
| Mana | 446/559 |
| Equilibrium | 30 |
| Life | -22/1500 |
| Positive | 177/197 |
| Stamina | 211/330 |
| Healing Factor | 1.5300507772247 |
| Regeneration | 0.38251269430617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 72 |
| Accuracy | 39 |
| Crit Chance | 17% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Light | +25% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 40.413408721348 (65.897138898113%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 31 |
| Physical Save | 42 |
| Spell Save | 34 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 52%( 70%) |
| Light | + 52%( 70%) |
| Nature | + 28%( 70%) |
| Darkness | + 39%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 376 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 12 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 / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
Equipment
| On feet | Suntouch (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +15% light Melee Ret 4 light ----- def ----- Armour +1 Resists +15% lightning +6% light ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd 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. A pair of boots made of leather. |
| On hands | dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +6% Crit.mult +8.00% ----- def ----- Armour +2 Fatigue +3% 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 | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Poxpain0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Mag +4 Cun +6 Con dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Heal.mod +10% Cut- +40% Stun/Frz- +24% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | warded dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 26-31 power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 25.5 - 30.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning ---------- misc Wards +4 lightning +6 temporal +5 darkness +5 fire +4 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 22.0 - 30.8 Physical Uses 50% Mag, 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+8 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 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 | prismatic dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +15 Defense +3 (+3 eff.) Fatigue +6% Resists +10% light +12% darkness Phys.save +7 (+3 eff.) A suit of armour made of mail. |
Inventory
healing infusion (heal 65; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
caustic voratun greatmaul of vileness (68-102 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Nature Power 68.0 - 102.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 blight On Crit.r2 +35 acid +58 nature On Hit: * 42% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Res.pen +21% acid +7% nature Apr +14 Massive two-handed mauls. |
iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron shield (0 def, 2 armour, 10-11 power, 19 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 7-8 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.0 - 8.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Rimeedge' (0 def, 4 armour, 14-17 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +8 cold On Hit: * 15% chance to reduce armor by 33% While equipped: Stats +4 Wil dps ---------- Mind.crit +6% Melee+ 7 acid Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Psi/ret +0.16 Talents +1 Block Handheld deflection devices. |
dispeller's elven-silk robe of light (+10%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Resists +10% lightning +10% darkness +39% light +11% blight +9% fire +9% cold +15% all Phys.save +17 (+6 eff.) Spell.save +40 (+15 eff.) Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% fire +10% light +11% darkness A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+5 eff.) Fatigue +12% Max.HP +62.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of mail. |
searing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +9 Fatigue +22% Resists +14% acid +11% fire A suit of armour made of metal plates. |
elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Normal] While equipped: ----- def ----- Defense +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of drakeskin leather boots of void walking (0 def, 13 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +20% darkness +17% temporal ----- def ----- Armour +13 Resists +19% darkness +24% temporal Def/telep +18 Res/telep +17% Dur/telep +28% ---------- misc Infravis +2 A pair of boots made of leather. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
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
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By HACKER the Dwarf Adventurer level 50
27th Profit 122nd year of Ascendancy at 21:25 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HACKER the Dwarf Adventurer level 50
17th Profit 122nd year of Ascendancy at 20:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By HACKER the Dwarf Adventurer level 10
16th Voratun 122nd year of Ascendancy at 11:50 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By HACKER the Dwarf Adventurer level 20
16th Voratun 122nd year of Ascendancy at 11:50 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By HACKER the Dwarf Adventurer level 30
16th Voratun 122nd year of Ascendancy at 11:50 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By HACKER the Dwarf Adventurer level 40
16th Voratun 122nd year of Ascendancy at 11:50 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By HACKER the Dwarf Adventurer level 50
16th Voratun 122nd year of Ascendancy at 11:50 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By HACKER the Dwarf Adventurer level 50
17th Voratun 122nd year of Ascendancy at 18:39 see stats
Log
Bethedherin the corrupted acidic digestor's acid area effect hits Bethedherin the corrupted acidic digestor for (11 absorbed), 0 acid (0 total damage).
HACKER is no longer weakened.
Talent Arcane Feed is ready to use.
HACKER is lost in despair!
You are unable to move!
HACKER hits Velemina the corrupted plasmic disruptor for 96 physical, 35 arcane, 28 light, 151 physical, 35 arcane, 28 light (374 total damage).
HACKER counter attacks Velemina the corrupted plasmic disruptor with his shield shards!
HACKER hits Velemina the corrupted plasmic disruptor for 46 nature, 35 arcane, 28 light, 66 nature, 35 arcane, 28 light (239 total damage).
Melee retaliation hits Velemina the corrupted plasmic disruptor for 7 blight, 5 light, 16 arcane (28 total damage).
Velemina the corrupted plasmic disruptor hits HACKER for (114 absorbed), 28 physical, 4 healing (28 total damage) [4 healing].
Bethedherin the corrupted acidic digestor's acid area effect hits HACKER for (28 absorbed), 0 acid (0 total damage).
Bethedherin the corrupted acidic digestor's acid area effect hits Velemina the corrupted plasmic disruptor for 38 acid damage.
Bethedherin the corrupted acidic digestor's acid area effect hits Bethedherin the corrupted acidic digestor for (38 absorbed), 0 acid (0 total damage).
The shield around Bethedherin the corrupted acidic digestor crumbles.
Velemina the corrupted plasmic disruptor speeds up.
Bethedherin the corrupted acidic digestor casts Arcane Strike.
Bethedherin the corrupted acidic digestor performs a melee critical strike against HACKER!
Your shield crumbles under the damage!
The shield around HACKER crumbles.
Bethedherin the corrupted acidic digestor casts Earthen Missiles.
Bethedherin the corrupted acidic digestor's spell attains critical power!
HACKER resists!
Melee retaliation hits Bethedherin the corrupted acidic digestor for 10 blight, 5 light, 16 arcane, 10 blight, 5 light, 16 arcane (64 total damage).
Bethedherin the corrupted acidic digestor hits HACKER for (24 absorbed), 359 arcane, 5 lightning, 31 fire, 68 fire, 6 healing, 234 arcane, 5 lightning, 31 fire, 6 healing (734 total damage) [13 healing].
HACKER starts to bleed.
Bethedherin the corrupted acidic digestor's Earthen Missiles hits HACKER for 51 physical, 8 physical (59 total damage).
Bethedherin the corrupted acidic digestor's Earthen Missiles hits HACKER for 51 physical, 8 physical (59 total damage).
Bethedherin the corrupted acidic digestor's Earthen Missiles hits HACKER for 76 physical damage.
HACKER the level 50 dwarf adventurer was squished to death by Bethedherin the corrupted acidic digestor on level 1 of The Godfeaster.





















































































