










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Wanderer |
| Level / Exp | 9 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Gludatira the copperhead snake at level 9 on the 7th Mirth 122nd year of Ascendancy at 12:02 / 1 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 23 (base 22) |
| Constitution | 14 (base 13) |
| Magic | 20 (base 16) |
| Willpower | 31 (base 12) |
| Cunning | 32 (base 24) |
Resources
| Life | -2/225 |
| Mana | 184/294 |
| Stamina | 156/176 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 43.390773745007 |
| See Invisible | 42.390773745007 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 25 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 25 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Lightning | +23% |
| Acid | +3% |
| Physical | +9% |
| Cold | +10% |
| Nature | +14% |
Offense: Damage Penetration
| Lightning | +15% |
| Cold | +8% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 1 (44.574340358689%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 22 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Nature | + 27%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 24%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Poison Resistance | 30% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| 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 120 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 496% 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 608% for 10 turns (46 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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. | active |
Equipment
| On feet | Ravenfame (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue -4% Resists +3% lightning +9% nature Phys.save +5 (+3 eff.) Spell.save +3 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
| Light source | Nimbuskin the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% darkness +3% cold Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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 | Boltquench (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +23% lightning +3% acid ----- def ----- Defense +1 (+1 eff.) Resists +22% lightning +3% nature +3% acid A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | copper ring 'Flashknight'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Resists +3% lightning +15% fire Mind.save +6 (+3 eff.) Poison- +10% Rings make your fingers look great! |
| On fingers | Unrutodur the Undeathserpent0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Res.pen +10% nature ----- def ----- Defense +4 (+2 eff.) ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
| Around waist | Yarechik the Corpsefiend1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +9% nature Res.pen +10% nature Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Taintvagrant (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind +16 nature On Crit.r2 +8 nature On Hit: * 10% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Sharp, short and deadly. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | iron dagger of erosion (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
| Cloak | Hathydir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +9% physical Apr +2 On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Max.mana +41.00 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
shatter afflictions rune of the duelist (absorb 43; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 43 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. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 125; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 125 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
acidic iron dagger of phasing (98% power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
flaming iron dagger of daylight (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 97% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +5% Undead On Hit.r1 +7 fire Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem 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. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
iron longsword (101% power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
gifted mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ---------- 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. |
nature's mossy mindstar of life (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Max.HP +10.00 HP.reg +0.50 Disease- +11% ---------- 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. |
rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: dps ---------- Dmg.mod +10% acid Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 lightning While equipped: dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
rough leather cap 'Flashvice' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% light +6% mind Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +7% cold Mind.save +3 (+2 eff.) A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 37.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of elm arrows (15/15, 109% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 109% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
iron pickaxe 'Beudil' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Cun ----- def ----- Fatigue -5% Crit.chn- 5.00% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
deadly pouch of iron shots of accuracy (16/16, 120% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
quick elm totem of stinging [power 104] (10 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Mianatadin the Doomelf Wanderer level 6
79th Pyre 122nd year of Ascendancy at 04:02 see stats
Log
Mianatadin misses Gludatira the copperhead snake.
Gludatira the copperhead snake is weakened by the darkness!
Mianatadin hits Gludatira the copperhead snake for (9 blocked), 0 physical, (6 blocked), 0 nature, 0 arcane, (34 blocked), 1 darkness (1 total damage).
Poison from Giant venus flytrap hits Mianatadin for 13 nature damage.
Gludatira the copperhead snake uses To The Arms.
Gludatira the copperhead snake performs a melee critical strike against Mianatadin!
Mianatadin starts to bleed.
Mianatadin is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Gludatira the copperhead snake for 2 darkness, 10 cold (12 total damage).
Gludatira the copperhead snake hits Mianatadin for 116 physical, 2 acid, 2 fire, 2 cold (122 total damage).
Mianatadin casts Rune: Shatter Afflictions.
Mianatadin stops being poisoned.
A shield forms around Mianatadin.
Mianatadin misses Gludatira the copperhead snake.
Mianatadin hits Gludatira the copperhead snake for 8 physical, 5 nature, 0 arcane, 28 darkness (41 total damage).
Gludatira the copperhead snake bites poison into Mianatadin.
Mianatadin is poisoned!
Gludatira the copperhead snake breathes ice!
Your shield crumbles under the damage!
The shield around Mianatadin crumbles.
Mianatadin shrugs off the effect 'Frozen'!
Melee retaliation hits Gludatira the copperhead snake for 2 darkness, 8 cold (10 total damage).
Gludatira the copperhead snake hits Mianatadin for (5 absorbed), 0 nature, (2 absorbed), 0 acid, (2 absorbed), 0 fire, (2 absorbed), 0 cold, (39 absorbed), 10 cold (10 total damage).
Poison from Gludatira the copperhead snake hits Mianatadin for 5 nature damage.
Bleeding from Gludatira the copperhead snake hits Mianatadin for 12 physical damage.
Gludatira the copperhead snake misses Mianatadin.
Melee retaliation hits Gludatira the copperhead snake for 2 darkness, 8 cold (10 total damage).
Gludatira the copperhead snake hits Mianatadin for 12 physical damage.
Mianatadin the level 9 doomelf wanderer was impaled to death by Gludatira the copperhead snake on level 2 of Norgos Lair.






































































