Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Improved player targetting 1.2.0Player's targetting improvements. 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. Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Items Vault 1.3.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.2.4Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 5 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Xykira the rattlesnake at level 5 on the 10th Dusk 122nd year of Ascendancy at 00:41 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 28 (base 24) |
| Willpower | 11 (base 13) |
| Cunning | 16 (base 11) |
Resources
| Life | -12/145 |
| Mana | 71/93 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | -27.654558661058% |
| Attack | -27.654558661058% |
| Movement | 0% |
| Spell | -27.654558661058% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 3 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.38 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 14% |
| Speed | 1.3822571007825 |
Offense: Mind
| Mindpower | 14.1 |
| Crit Chance | 13% |
| Speed | 1.3822571007825 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | -3.8557643399347 (30%) |
| Defense | 1.65 |
| Ranged Defense | 1.65 |
| Fatigue | 7 |
| Physical Save | 2.2442356600653 |
| Spell Save | 6.7942356600653 |
| Mental Save | 8.5942356600653 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (138% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| detrimental effect | The target's armour and saves are broken, reducing them by 7. Sunder Armour |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 28%. Cripple |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases crit chance by 10% and critical power by 40%. 2 charge(s). Ogre Fury |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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. | active |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
Equipment
| On fingers | [vs. Tempestquencher the copper ring (On fingers)] Tempestquencher the copper ringTempestquencher the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +23%(-) lightning Changes damage: +10%(-) lightning / +9%(-) mind Hate when firing a critical mind attack: +1.00 (-) Rings can have magical properties. |
| Around neck | [vs. warrior's copper amulet of magic (+2) (Around neck)] warrior's copper amulet of magic (+2)warrior's copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Changes resistances: +5%(-) physical Stamina each turn: +0.30 (-) Amulets can have magical properties. |
| In main hand | [vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] elm magestaff (100% power, 2 apr, fire element)elm magestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) fire Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. |
| On feet | [vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Stamina each turn: +0.40 (-) Maximum stamina: +12.00 (-) Spellpower: +3 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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 | [vs. linen wizard hat 'Manyrohell' (1 def, 0 armour) (On head)] linen wizard hat 'Manyrohell' (1 def, 0 armour)linen wizard hat 'Manyrohell' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Cun Changes resistances penetration: +10%(-) mind Mental save: +6 (+6 eff.) (-) A pointy cloth hat, very wizardly... |
| Main armor | [vs. Drifang the rough leather armour (1 def, 2 armour) (Main armor)] Drifang the rough leather armour (1 def, 2 armour)Drifang the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 4(-) acid / 11(-) physical Changes resistances penetration: +10%(-) acid A suit of armour made of leather. |
Inventory
biting gale rune (25 cold damage; 15 apply power) biting gale rune (25 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] Scorchstalker the steel battleaxe (125% power, 2 apr)This item will automatically be transmogrified when you leave the level. Scorchstalker the steel battleaxe (125% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 126% (+26%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +10 nature / +9 temporal Burst (radius 1) on hit: +8 fire When wielded/worn: Changes damage: +3%(-7%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Massive two-handed battleaxes. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] steel dagger 'Glimmerpain' (113% power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger 'Glimmerpain' (113% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 113% (+13%) Range: 1.3x (+0.1x) Uses stats: 45% Str, 45% Dex Damage type: Light Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+4) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to blind (+20%) Burst (radius 2) on crit: +4 light When wielded/worn: Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Sharp, short and deadly. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] thought-forged iron longsword (107% power, 2 apr)This item will automatically be transmogrified when you leave the level. thought-forged iron longsword (107% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 107% (+7%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 13% chance to cause random gloom (+13%) Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Sharp, long, and deadly. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] steel mace 'Toradig' (111% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace 'Toradig' (111% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 111% (+11%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +5 darkness Damage against: +6% Living When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Str Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Blunt and deadly. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] Arctide the vined mindstar (85% power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. Arctide the vined mindstar (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-15%) Range: 1.1x (-0.1x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% lightning Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Physical save: +4 (+4 eff.) Spell save: +3 (+3 eff.) Mental save: +2 (+2 eff.) Equilibrium when hit: +1.10 Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Mindpower: +4 (+4 eff.) Mental crit. chance: +2% 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. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] blooming mossy mindstar (77% power, 12 apr, mind damage)This item will automatically be transmogrified when you leave the level. blooming mossy mindstar (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (-23%) Range: 1.1x (-0.1x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +10 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. |
[vs. elm magestaff (100% power, 2 apr, fire element) (In main hand)] steel waraxe 'Kindlescar' (124% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe 'Kindlescar' (124% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Power: 124% (+24%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (+1) Physical crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +6 acid / +7 temporal / +5 nature / +4 light Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances penetration: +5% light Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. Drifang the rough leather armour (1 def, 2 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 0(-4) acid / 0(-11) physical Changes resistances penetration: +0%(-10%) acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] Vipervengeance the pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. Vipervengeance the pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+1%) Damage when hit (Melee): 4 acid Changes resistances: +5% lightning / +6% temporal / +6% nature / +3% acid Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] pair of rough leather boots 'Cyresekira' (0 def, 1 armour)pair of rough leather boots 'Cyresekira' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-5%) Changes resistances: +6% nature Maximum encumbrance: +21 Physical save: +5 (+5 eff.) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) A pair of boots made of leather. |
[vs. Drifang the rough leather armour (1 def, 2 armour) (Main armor)] spiked iron mail armour of lightning resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +2 (+2 eff.) (+1 (+1 eff.)) Fatigue: +12% (+6%) Damage when hit (Melee): 0(-4) acid / 10(-1) physical Changes resistances: +15% lightning Changes resistances penetration: +0%(-10%) acid A suit of armour made of mail. |
[vs. Drifang the rough leather armour (1 def, 2 armour) (Main armor)] Radiancebraze the steel plate armour (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. Radiancebraze the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+7) Defense: +4 (+4 eff.) (+3 (+3 eff.)) Fatigue: +22% (+16%) Damage when hit (Melee): 8(4) acid / 0(-11) physical Changes resistances: +16% fire Changes resistances penetration: +5% light / +0%(-10%) acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of cold resistance (+18%) (4 def, 6 armour, 38 block)reinforced iron shield of cold resistance (+18%) (4 def, 6 armour, 38 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +18% cold Talent granted: +1 Block Handheld deflection devices. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
Log
Insom shakes free of the telekinetic binding
Insom shakes off the crushing forces.
Talent Lightning is ready to use.
Xykira the rattlesnake uses Mindhook.
Insom shrugs off the effect 'Dazed'!
Insom hits Xykira the rattlesnake for (2 to psi shield), 1 acid, (5 to psi shield), 4 physical (5 total damage).
Beyond the Flesh hits Insom for (16 absorbed), 0 physical, (9 absorbed), 0 darkness (0 total damage).
Xykira the rattlesnake hits Insom for (10 absorbed), 0 physical, (5 absorbed), 0 lightning (0 total damage).
Insom is confused and fails to use Flameshock.
Xykira the rattlesnake uses Stunning Blow.
Your shield crumbles under the damage!
The shield around Insom crumbles.
Insom shrugs off the effect 'Stunned'!
Insom hits Xykira the rattlesnake for (2 to psi shield), 1 acid, (5 to psi shield), 4 physical (5 total damage).
Xykira the rattlesnake hits Insom for (4 absorbed), 17 physical, 10 physical, 5 lightning (32 total damage).
Insom hits Xykira the rattlesnake for (2 to psi shield), 1 acid, (5 to psi shield), 4 physical (5 total damage).
Beyond the Flesh hits Insom for 16 physical, 9 darkness (25 total damage).
Xykira the rattlesnake hits Insom for 10 physical, 5 lightning (15 total damage).
Insom is confused and fails to use Teleport.
Insom calms down.
Xykira the rattlesnake uses Cripple.
Insom is crippled.
Insom hits Xykira the rattlesnake for (2 to psi shield), 1 acid, (5 to psi shield), 4 physical (5 total damage).
Xykira the rattlesnake hits Insom for 20 physical, 10 physical, 5 lightning (35 total damage).
Xykira the rattlesnake uses Shattering Blow.
Insom hits Xykira the rattlesnake for (1 to psi shield), 1 acid, (5 to psi shield), 3 physical (4 total damage).
Xykira the rattlesnake hits Insom for 17 physical, 10 physical, 5 lightning (32 total damage).
Saving game...
