










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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:
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 | Arena |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 46 / 19% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 113 (base 60) |
| Dexterity | 57 (base 60) |
| Constitution | 77 (base 29) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 62 (base 60) |
Resources
| Life | 1842/1842 |
| Stamina | 215/215 |
| Healing Factor | 1.4082419580055 |
| Regeneration | 12.238660616333 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 55.794161187114 |
| See Invisible | 58.794161187114 |
Offense: Barehand
| Damage | 142 |
| Accuracy | 70 |
| Crit Chance | 46% |
| APR | 15 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +11% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (87.566993956804%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 2.0513453825681 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 19%( 70%) |
| Nature | + 44%( 70%) |
| Physical | + 27%( 70%) |
| Lightning | + 37%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 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. |
| 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 550 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Pugilism | 1.50 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | deadly pouch of iron shots (16/16, 20-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
| On hands | spellstreaming voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: offense ------ Spell Crit +7% Spellpower +15 (+8 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.32 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-hit +13 arcane On Hit: 10% Elemental Bolt 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 69 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | warrior's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% lightning defense ------ Armor +6 Resistance +22% lightning Rings make your fingers look great! |
| On fingers | gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
| Main armor | Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
| Cloak | cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Psionic While equipped: defense ------ Mind save +8 (+4 eff.) other ------- Light +4 See Stealth +7 See Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
healing infusion (heal 64; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 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 |
regeneration infusion of the titan (heal 776; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 776 life over 5 turns. Its effects scale with your Constitution 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 |
biting gale rune (damage 41; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -6% Life Regen +1.00 Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.27 Max mana +20.00 Amulets make your neck look great! |
restful gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.10 Max mana +25.00 Amulets make your neck look great! |
savior's stralite amulet of soulsearing0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +14.00% Spellpower +10 (+5 eff.) Damage +9% blight +10% fire defense ------ Physical save +18 (+6 eff.) Spell save +14 (+4 eff.) Mind save +18 (+9 eff.) Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 153% 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 make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
wizard's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+2 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +11 See Invis +13 Rings make your fingers look great! |
treant's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Cun offense ------ On-Hit 25 physical On-Ranged-Hit 28 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 33 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 33 defense ------ Resistance +6% nature +9% blight Poison Resist +14% Disease Resist +10% other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Con offense ------ Accuracy +14 (+4 eff.) Ignore Armor +11 defense ------ Defense +12 (+3 eff.) Physical save +16 (+5 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 153% 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 make your fingers look great! |
elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +4% Spellpower +19 (+10 eff.) Damage +25% fire other ------- Max mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +17 (+9 eff.) Spellpower/crit +8 Damage +25% blight other ------- Max mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Critical power +18.00% Spellpower +15 (+8 eff.) Damage +30% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff of warding (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +30% light defense ------ Armor +6 Defense +6 (+2 eff.) other ------- Wards +2 light Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of daylight (14-21 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 light Damage Against +9% Undead Massive two-handed battleaxes. |
flaming steel battleaxe of daylight (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 light Damage Against +9% Undead On-Hit, radius 1 +13 fire Massive two-handed battleaxes. |
slime-covered steel battleaxe (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 19.5 - 29.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 9% chance to slow global speed by 61% Massive two-handed battleaxes. |
balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 47.0 - 75.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +12 (+3 eff.) Disarm Resist +29% Massive two-handed swords. |
elemental orite trident of rage (42-66 power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 41.5 - 66.4 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 31 lightning damage (1/turn) While equipped: Stats +3 Str offense ------ Damage +20% lightning +9% physical Ignore resists +24% lightning Accuracy +21 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
The Black Spike (48-67 power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 13.5 - 17.6 Physical Uses 40% Wil, 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel dagger of massacre (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 16.5 - 21.4 Physical Uses 40% Wil, 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
balanced dwarven-steel dagger (21-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 21.0 - 27.3 Physical Uses 40% Wil, 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +25% Sharp, short and deadly. |
nature's vined mindstar of storms (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +2 Cun +1 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 lightning Damage +6% lightning +3% nature Ignore resists +8% lightning defense ------ Resistance +6% lightning +3% blight Disease Resist +13% other ------- Talents +1 Attune Mindstar 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. |
caustic cured leather sling4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +5 acid +5 nature While equipped: offense ------ Ignore resists +7% acid +9% nature Ignore Armor +8 Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of cold4.0 Encumbrance T5 sling 1H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +13 cold While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Damage +11% cold Slings are used to hurl stones or metal shots at your foes. |
exposing stralite shield of reflection (0 def, 8 armour, 135.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 When Hit: * 18% chance to reduce all saves and defense by 33 defense ------ Armor +8 Fatigue +8% Resistance +15% light +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
focusing woollen robe of the mind (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +10% mind defense ------ Resistance +10% mind +9% all other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of nature (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +16% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +6% all defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Disrupt While equipped: offense ------ When Hit: * 3% chance to slow global speed by 61% * 3 arcane resource burn defense ------ Resistance +7% blight +11% all Life +62.00 Life Regen +2.30 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +21% cold +13% light +11% darkness A suit of armour made of leather. |
troll-hide reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Life +46.00 Life Regen +5.60 Healmod +15% A suit of armour made of leather. |
drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Normal] While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
enlightening drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +15% cold Mind save +17 (+8 eff.) A suit of armour made of leather. |
radiant drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +20% blight +20% darkness Life +51.00 Life Regen +6.00 Healmod +17% other ------- Light +2 A suit of armour made of leather. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+2 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal A pair of boots made of leather. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Resistance +6% acid Unarmed combat: Weapon Damage 11.0 - 12.1 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +6 (+3 eff.) defense ------ Armor +2 other ------- Mana/turn +0.24 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +4 arcane On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Spellpower +6 (+3 eff.) Damage +5% arcane defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.90 Mana when Hit +1.00 Max mana +40.00 Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
shielding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
856 alchemist agate0.0 Encumbrance 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. |
voratun pickaxe of Reknor (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str defense ------ Resistance +7% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
extending dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 360] (13 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 414 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
soothing elven-wood wand of lightning storm [power 338] (13 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 75 lightning damage and will be dazed for 1 turn (375 total damage) Puts all charms on 13 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of conjuration [power 360] (13 cooldown)2.0 Encumbrance T5 wand charm [Ego] Arcane Fire a magical bolt dealing 360 fire damage Puts all charms on 13 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 410] (13 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +4 blight +6 cold +2 mind +3 arcane Talents +1 Ward Fire a magical bolt dealing 410 fire damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Insane (Roguelike) difficulty)
Got to wave 20 in the arena.By Omot the Dwarf Brawler level 20
17th Voratun 122nd year of Ascendancy at 20:18 see stats
Arena Battler 50 (Insane (Roguelike) difficulty)
Got to wave 50 in the arena.By Omot the Dwarf Brawler level 38
20th Voratun 122nd year of Ascendancy at 20:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Omot the Dwarf Brawler level 10
16th Voratun 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Omot the Dwarf Brawler level 20
17th Voratun 122nd year of Ascendancy at 20:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Omot the Dwarf Brawler level 30
19th Voratun 122nd year of Ascendancy at 03:30 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Omot the Dwarf Brawler level 40
21st Voratun 122nd year of Ascendancy at 01:30 see stats
Master of Arena (Insane (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Omot the Dwarf Brawler level 45
22nd Voratun 122nd year of Ascendancy at 03:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Omot the Dwarf Brawler level 27
18th Voratun 122nd year of Ascendancy at 21:44 see stats
XXX the Destroyer (Insane (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Omot the Dwarf Brawler level 27
18th Voratun 122nd year of Ascendancy at 21:44 see stats
Log
Omot throws two quick punches.
Omot performs a melee critical strike against Red crystal!
Red crystal is not dazed anymore.
Omot performs a melee critical strike against Red crystal!
You collect a new ingredient: red crystal shard (1).
Omot hits Red crystal for 399 physical, 13 arcane, 361 physical (773 total damage).
Omot killed Red crystal!
Talent Adrenaline Surge is ready to use.
Talent Double Strike is ready to use.
Talent Axe Kick is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Flurry of Fists is ready to use.
Talent Combination Kick is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Rush is ready to use.
There is an item here: starseer's steel amulet of murder
Ran for 2 turns (stop reason: object seen).
There is an item here: starseer's steel amulet of murder
Ran for 4 turns (stop reason: object seen).
There is an item here: starseer's steel amulet of murder
Ran for 5 turns (stop reason: object seen).































































































































