












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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 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:
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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 24 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 10th Gold 123rd year of Ascendancy at 15:55 / 1 |
Primary Stats
| Strength | 66 (base 53) |
| Dexterity | 36 (base 33) |
| Constitution | 34 (base 22) |
| Magic | 9 (base 10) |
| Willpower | 24 (base 13) |
| Cunning | 17 (base 10) |
Resources
| Life | -14/964 |
| Mana | 308/308 |
| Stamina | 220/220 |
| Healing Factor | 1.1764705882353 |
| Regeneration | 41.611764705882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 25.500146650446 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 61 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +6% |
| Cold | +15% |
| Fire | +8% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +10% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 77.244018606334 (81.030927835052%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 40 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 34%( 70%) |
| Darkness | + 36%( 70%) |
| Lightning | + 29%( 70%) |
| Cold | + 46%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 87% |
| Pinning Resistance | 22% |
| Knockback Resistance | 100% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% 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: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 35.12 life per turn. Regeneration |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | 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 |
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 fire dragon that dwelled there. | done |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed red crystal shard. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | sentry's pouch of steel shots of crippling (36/36, 24-28.8 power, 6 apr)3.0 T2 shot ammo [Ego++] Arcane/Master Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +9.5% Capacity 36 Rld cld 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) ---------- 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 | Demonvault (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness +6% cold ---------- misc Stam/ret +1.60 Equi/ret +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Tuligorn' (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +2 Cun +5 Con dps ---------- Res.pen +10% acid Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% acid 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 | Glowvenom the dwarven-steel pickaxe (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +8% fire +7% mind +6% light Res.pen +10% light Apr +7 Melee Ret 4 light 2 cold ----- def ----- Mind.save +8 (+4 eff.) Max.HP +29.00 ---------- misc Max.stam +21.00 Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 184.71 You won the Ring of Blood trial, and this is your reward. |
| On fingers | copper quartz ring0.1 T1 ring jewelry [Random Unique] Master While equipped: Stats +4 Con dps ---------- Melee Ret 4 darkness ----- def ----- Resists +12% temporal Spell.save +28 (+9 eff.) Max.HP +23.00 Disarm- +24% Pinning- +22% Stun/Frz- +30% Knockbk- +24% ---------- misc Max.stam +25.00 Rings can have magical properties. |
| Around neck | serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Unseen.red 11% Blind- +10% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
| In main hand | truestriking dwarven-steel mace of crippling (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +8% physical Acc +7 (+2 eff.) Apr +7 Blunt and deadly. |
| 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. |
| In off hand | steel shield 'Ganor' (0 def, 4 armour, 16.5-19.8 power, 84 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +84 While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +4 Fatigue +8% Resists +18% lightning Spell.save +9 (+3 eff.) ---------- misc Vim/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the voidstalker (1 def, 7 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +12% temporal +10% darkness +12% cold Def/telep +10 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 steel plate armour of command (5 def, 13 armour)17.0 T2 massive armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +22% Resists +10% light +11% darkness Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
ethereal rune (power 20; resist 12%; move 40%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 40% faster, and you are invisible (power 20). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 804% over 10 turns; mana 40; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 804% for 10 turns (0 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 66; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 143; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
elemental steel mace (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +12% acid Blunt and deadly. |
plaguebringer's steel waraxe of shearing (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +7 ----- def ----- Disease- +13% One-handed war axes. |
horrifying vined mindstar (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 5 darkness Dmg.mod +2% mind +4% darkness ---------- misc 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. |
reinforced steel shield (0 def, 8 armour, 15-18 power, 63.5 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel plate armour 'Murkwhisper' (0 def, 18 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +8 Dex +5 Wil dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +18 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour 'Samehek' (0 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +7 Str +2 Wil +4 Con ----- def ----- Armour +9 Fatigue +22% Resists +5% arcane +19% fire A suit of armour made of metal plates. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
sand hardened leather gloves of strength (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +8 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. |
miner's dwarven-steel helm of the depths (0 def, 6 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +5% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Surles2 the Dwarf Bulwark level 17
7th Iron 123rd year of Ascendancy at 03:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Surles2 the Dwarf Bulwark level 16
14th Shortage 122nd year of Ascendancy at 11:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Surles2 the Dwarf Bulwark level 10
1st Acquisition 122nd year of Ascendancy at 09:11 see stats
Level 20 (Roguelike)
Got a character to level 20.By Surles2 the Dwarf Bulwark level 20
11st Steel 123rd year of Ascendancy at 01:47 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Surles2 the Dwarf Bulwark level 5
17th Voratun 122nd year of Ascendancy at 20:20 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Surles2 the Dwarf Bulwark level 12
6th Profit 122nd year of Ascendancy at 16:19 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Surles2 the Dwarf Bulwark level 14
11st Loss 122nd year of Ascendancy at 05:42 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Surles2 the Dwarf Bulwark level 16
17th Loss 122nd year of Ascendancy at 16:20 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Surles2 the Dwarf Bulwark level 22
34th Steel 123rd year of Ascendancy at 03:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Surles2 the Dwarf Bulwark level 20
14th Steel 123rd year of Ascendancy at 05:24 see stats
Log
Hurricane from Urkis, the High Tempest hits Surles2 for 111 lightning damage.
Surles2 uses Block.
Hurricane from Urkis, the High Tempest hits Surles2 for (66 blocked), 0 lightning (0 total damage).
The Hurricane around Surles2 dissipates.
Talent Infusion: Healing is ready to use.
Surles2 uses Infusion: Healing.
Surles2 receives 204 healing from Infusion: Healing.
Resting starts...
Infusion: Regeneration is still on cooldown for 4 turns.
Surles2's skin returns to normal.
Talent Vitality is ready to use.
Infusion: Regeneration is still on cooldown for 3 turns.
Infusion: Regeneration is still on cooldown for 2 turns.
Talent Infusion: Movement is ready to use.
Infusion: Regeneration is still on cooldown for 1 turns.
Surles2 regains balance.
Talent Infusion: Regeneration is ready to use.
Talent Block is ready to use.
Rested for 4 turns (stop reason: hostile spotted to the west (Urkis, the High Tempest)).
Surles2 uses Infusion: Regeneration.
Surles2 starts regenerating health quickly.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Surles2 for 257 lightning damage.
Thunderstorm hits Surles2 for 27 lightning damage.
Surles2 the level 24 dwarf bulwark was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Surles2 deactivates Shield Wall.
Surles2 stops regenerating health quickly.






























































