









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Better Item Description 1.6.6This 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 Ignore Race/Class Locks 1.1.0Modifies 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: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 24 / 100% |
| Size | small |
| Lifes / Deaths | Killed by Horned Horror at level 19 on the 28th Haze 122nd year of Ascendancy at 04:48 / 2Killed by Grand Corruptor at level 24 on the 60th Regrowth 123rd year of Ascendancy at 12:43 |
Primary Stats
| Strength | 48 (base 16) |
| Dexterity | 41 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 76 (base 54) |
| Cunning | 58 (base 44) |
Resources
| Life | -127/452 |
| Psi | 16/106 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 2.3233695652174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.7836465099% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 42 |
| Crit Chance | 23% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Acid | +12% |
| All | +6% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 45.36174050493 (81.694915254237%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 11 |
| Physical Save | 28 |
| Spell Save | 31 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Confusion Resistance | 96% |
| Silence Resistance | 37% |
| Stun Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 182 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -432 life. The duration and life will increase by 1% for every 1% life you have lost (currently 985 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Charged Aura |
| talent | Kinetic Aura |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The gem's matter gradually transforms, granting 12.32 psi per turn. Matter is energy |
| beneficial effect | The power released by the garnet resonates. Crystal Resonance |
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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 1H weapon [Unique] Arcane Power 32.0 - 41.6 Lightning Uses 88% Wil, 10% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +2 Str +6 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +8% lightning Opal: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| Light source | Tidelore the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Resists +9% lightning +3% cold +3% light Spell.save +9 (+4 eff.) Max.HP +41.00 ---------- 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. |
| On head | Betewen the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% Resists +5% cold +6% fire Die.at -40.00 life ---------- misc Breathe water A cap made of leather. |
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Silence- +20% Confus- +21% Stun/Frz- +21% A pair of boots made of leather. |
| Tool | ash totem of thorny skin 'Unrothel' [power 26] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +8 Str +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% acid ----- def ----- Phys.save +6 (+3 eff.) Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
| On fingers | warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +4 Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +23% Amulets can have magical properties. |
| In main hand | Chalidutir (32-51.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 32.0 - 51.2 Physical Uses 88% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 blight +26 cold +16 darkness Against +20% Living On Hit: * 28% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +3 Str +4 Cun +5 Con ---------- misc Infravis +2 Massive two-handed swords. |
| On hands | Bethyra (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +9% blight +15% cold Mind.save +3 (+1 eff.) Max.HP +60.00 HP.reg +2.00 Stun/Frz- +10% ---------- misc Stam/turn +0.70 Psi/turn +0.19 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. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| Cloak | linen cloak 'Baluldil' (1 def, 8 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +3 Wil dps ---------- Phys.crit +2.0% Spell.crit +5% ----- def ----- Armour +8 Defense +1 (+1 eff.) Phys.save +9 (+4 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Camidunagas the steel plate armour (0 def, 9 armour)17.0 T2 massive armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Res.pen +10% blight ----- def ----- Armour +9 Fatigue +22% Resists +18% acid +7% mind +6% nature Mind.save +12 (+4 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.04 A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (speed 659%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 |
lifebinding ash vilestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% fire ----- def ----- Defense +7 (+4 eff.) HP.reg +0.70 Heal.mod +15% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
balanced steel dagger of daylight (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 11.0 - 14.3 Physical Uses 33% Wil, 33% Cun Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light Against +9% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
Glintwrack the quiver of yew arrows (23/23, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 33.0 - 46.2 Physical Uses 37% Wil, 51% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Ranged+ +24 lightning +20 light On Hit.r1 +20 light On Crit.r2 +14 lightning +12 cold +20 light Arrows are used with bows to pierce your foes to death. |
impenetrable iron plate armour of lightning resistance (0 def, 13 armour)17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
8 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
11 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. |
9 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. |
2 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. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
59 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 41/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Jumanji the Yeek Mindslayer level 13
29th Dusk 122nd year of Ascendancy at 00:40 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Jumanji the Yeek Mindslayer level 22
79th Haze 122nd year of Ascendancy at 17:08 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Jumanji the Yeek Mindslayer level 18
24th Haze 122nd year of Ascendancy at 23:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Jumanji the Yeek Mindslayer level 10
2nd Dusk 122nd year of Ascendancy at 18:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Jumanji the Yeek Mindslayer level 20
28th Haze 122nd year of Ascendancy at 15:37 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Jumanji the Yeek Mindslayer level 21
38th Haze 122nd year of Ascendancy at 11:21 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Jumanji the Yeek Mindslayer level 9
8th Flare 122nd year of Ascendancy at 13:52 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jumanji the Yeek Mindslayer level 24
13rd Regrowth 123rd year of Ascendancy at 12:35 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Jumanji the Yeek Mindslayer level 14
56th Dusk 122nd year of Ascendancy at 04:38 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Jumanji the Yeek Mindslayer level 24
12nd Regrowth 123rd year of Ascendancy at 16:52 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Jumanji the Yeek Mindslayer level 18
26th Haze 122nd year of Ascendancy at 07:26 see stats
Unstoppable (Roguelike)
Returned from the dead.By Jumanji the Yeek Mindslayer level 19
28th Haze 122nd year of Ascendancy at 04:48 see stats
Log
Rotting Disease from Grand Corruptor hits Jumanji for (23 absorbed), 0 blight (0 total damage).
Weakness Disease from Grand Corruptor hits Jumanji for (20 absorbed), 0 blight (0 total damage).
Jumanji feels pain again.
Jumanji is free from the rotting disease.
Weakness Disease from Grand Corruptor hits Jumanji for 17 blight damage.
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Jumanji slows down.
Jumanji is free from the weakness disease.
Talent Charged Shield is ready to use.
Resting starts...
Talent Realign is ready to use.
Talent Infusion: Movement is ready to use.
Talent Telekinetic Smash is ready to use.
Your summoned faerlhing disappears.
Talent Track is ready to use.
Jumanji is free from the hex.
Jumanji uses Track.
Grand Corruptor casts Blood Grasp.
Rested for 13 turns (stop reason: hostile spotted to the north (Grand Corruptor - offscreen)).
Jumanji uses Matter is Energy.
Energy starts pouring from the gem into Jumanji.
Jumanji glints with a crystaline aura
Saving game...



















































































