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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. 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! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Voidslime - Demented Ooze 1.7.6Adds the Voidslime class, a new subclass for the demented category inspired by the concept of an arcane oozemancer. If I don't suck at my job the class should be on the easier side which is intentional since I'd like it to appeal to the oozemancer lovers who tend to be beginners that struggle with survival on general classes still. 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: Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.] Items Vault 1.7.6Donators/Buyers bonus! Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Voidslime |
| Level / Exp | 11 / 71% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 12 (base 8) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 39 (base 34) |
| Willpower | 17 (base 10) |
| Cunning | 30 (base 25) |
Resources
| Life | 302/302 |
| Insanity | 0/100 |
| Vo_cores | 0/0 |
| Healing Factor | 1.2045771506545 |
| Regeneration | 0.30114428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 25 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Cold | +15% |
| All | 0% |
| Lightning | +20% |
| Light | +6% |
| Temporal | +17% |
| Mind | +3% |
| Fire | +18% |
| Nature | +18% |
Offense: Damage Penetration
| Mind | +10% |
| Cold | +5% |
| Fire | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 23 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 50%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 19%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Demented / Oozing Void | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Unknown Cores | 1.30 |
| 1/5 |
| 0/5 |
| Demented / Shardwork | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void Rot | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Demented / Desolate Calling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Liquid Body | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void Energies | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Khaodissociation |
| talent | Chaos Orbs |
| talent | Core of Blinding Violet |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by gloomy dire wolf. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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 |
Equipment
| On feet | Ichorveil (5 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Accuracy +15 (+7 eff.) On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Armor +2 Defense +5 (+5 eff.) other ------- Infravision +1 A pair of boots made of leather. |
| Light source | Zykor the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +10% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% blight Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +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 | linen wizard hat 'Wildgrinder' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +11% acid +12% nature defense ------ Defense +6 (+6 eff.) Resistance +16% acid other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
| Tool | supercharged iron torque of mindblast [power 125] (18 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 129 mind damage and silencing them for 4 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chamastir the Brandwire0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Con offense ------ Ignore resists +5% fire defense ------ Resistance +12% cold Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Blindstreak0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Damage +3% cold defense ------ Physical save +7 (+5 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) other ------- Max hate +2.00 Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | potent ash starstaff of might (17-20 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +8 (+4 eff.) Damage +17% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Torchglean the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ On-Hit 10 light Damage +6% light +12% fire Accuracy +12 (+6 eff.) defense ------ Armor +2 Resistance +3% fire +13% light +5% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 47.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Windcrack (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +20% lightning +6% fire Ignore resists +5% nature When Hit 2 lightning defense ------ Resistance +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Xatira the Hailwill (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% cold Ignore resists +5% cold defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glorilelaith the Weepslicer0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% nature +3% mind Ignore resists +20% nature defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 193; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 3; phase 11; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Strength 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 |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of massacre (22-34 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+4 eff.) defense ------ Defense +9 (+8 eff.) Disarm Resist +28% Massive two-handed battleaxes. |
flaming iron battleaxe (16-23 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed battleaxes. |
hateful iron battleaxe (14-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Psionic Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 darkness Damage Against +10% Living Massive two-handed battleaxes. |
iron battleaxe of projection (14-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Psionic Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
Arckiller the steel greatmaul (26-39 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Nature/Disrupt/Master Weapon Damage 26.0 - 39.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +13 nature On Hit: * 19 arcane resource burn While equipped: Stats +3 Str offense ------ Damage +7% physical Ignore resists +15% lightning Accuracy +9 (+4 eff.) defense ------ Resistance +6% fire Spell save +3 (+2 eff.) Knockbk Resist +10% Massive two-handed mauls. |
balanced iron greatsword (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +29% Massive two-handed swords. |
iron greatsword of dampening (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Disrupt Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Resistance +12% acid +12% lightning +10% cold +13% fire +3% all Spell save +9 (+5 eff.) Massive two-handed swords. |
thought-forged iron greatsword of massacre (26-41 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
acidic steel greatsword of massacre (34-54 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Massive two-handed swords. |
thought-forged steel greatsword of massacre (32-50 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master/Psionic Weapon Damage 31.5 - 50.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 mind On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +5 Cun +2 Wil Massive two-handed swords. |
balanced iron longsword of massacre (16-23 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, long, and deadly. |
iron longsword of rage (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +6% physical Accuracy +6 (+3 eff.) Sharp, long, and deadly. |
Islymira (22-31 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage On Critical: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: Stats +5 Wil defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, long, and deadly. |
acidic iron mace of erosion (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature On Critical: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
flaming iron waraxe of massacre (15-21 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +6 fire One-handed war axes. |
thought-forged iron waraxe of vileness (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane/Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 blight +5 mind On Hit: * 14% chance to reduce all saves and defense by 15 * 6% chance to reduce strength, dexterity, and constitution by 18 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
steel waraxe 'Emeluna' (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Hit: 20% Curse of Impotence level 2 While equipped: defense ------ Armor +4 Resistance +3% temporal Life Regen +4.00 One-handed war axes. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) 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. |
mossy mindstar of balance (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+2 eff.) Spell save +3 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.50 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. |
ranger's rough leather sling of fire4.0 Encumbrance T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 fire While equipped: Stats +1 Dex offense ------ Damage +9% fire Slings are used to hurl stones or metal shots at your foes. |
mighty iron steamgun4.0 Encumbrance T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +6 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (20/20, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Normal] Weapon Damage 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots (19/19, 26-31 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
iron shield of the stars (0 def, 2 armour, 20 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +1 Mag offense ------ Damage +11% light +10% darkness defense ------ Armor +2 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+16%) (0 def, 4 armour, 46 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
icy steel shield of cold resistance (+15%) (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 cold When Hit 3 ice defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% nature +11% blight A suit of armour made of mail. |
cleansing iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% nature +10% blight A suit of armour made of mail. |
impenetrable iron mail armour of fire resistance (2 def, 10 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% nature +10% blight A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% acid +11% nature +12% blight A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of spell shielding (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +13 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% arcane Spell save +11 (+6 eff.) A suit of armour made of mail. |
steel mail armour of resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Life +22.00 A suit of armour made of mail. |
impenetrable iron plate armour of temporal resistance (0 def, 12 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Arcane/Master While equipped: defense ------ Armor +12 Fatigue +22% Resistance +16% temporal A suit of armour made of metal plates. |
Infernowitch the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% cold +6% fire When Hit 2 fire defense ------ Resistance +5% lightning +9% temporal +9% blight A belt that goes around your waist. |
Lightcrypt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 defense ------ Resistance +3% light Life Regen +0.60 Healmod +12% A belt that goes around your waist. |
linen cloak 'Radhidan' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Con offense ------ Mind Crit +1% Critical power +10.00% Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Defense +1 (+1 eff.) other ------- Stamina/turn +2.00 EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Blastrace' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +6% lightning When Hit 6 mind defense ------ Armor +3 Mind save +3 (+1 eff.) other ------- Light +1 Infravision +1 See Invisibility +6 A pair of boots made of leather. |
Lightningspar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex +1 Mag offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +2% Resistance +8% fire +6% 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 magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ On-Hit 6 acid Damage +4% acid +3% arcane defense ------ Armor +1 Resistance +5% acid 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. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
radiant iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +1 Fatigue +1% Resistance +5% light 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. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +11 (+7 eff.) A cap made of leather. |
3 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
44 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. |
Arthyran2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% acid On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Resistance +3% lightning +6% temporal +3% nature Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tuff the Dwarf Voidslime level 10
15th Dearth 122nd year of Ascendancy at 02:58 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Tuff the Dwarf Voidslime level 5
18th Voratun 122nd year of Ascendancy at 22:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tuff the Dwarf Voidslime level 10
16th Dearth 122nd year of Ascendancy at 10:53 see stats
Log
Rested for 38 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the northeast (white wolf)).
Tuff casts Rot Tendrils.
White wolf is Falling Apart.
White wolf howls
Voidrot from Tuff hits White wolf for 34 temporal, 29 darkness (63 total damage).
Rot Tendrils is still on cooldown for 2 turns.
White wolf loses sight!
Voidrot from Tuff hits White wolf for 27 temporal, 23 darkness (51 total damage).
Tuff activates his supercharged iron torque of mindblast!
Tuff hits White wolf for 129 mind damage.
Tuff killed White wolf!
Talent Rot Tendrils is ready to use.
Resting starts...
Your summoned Tuff's Voidling disappears.
Your summoned Tuff's Voidling disappears.
Rested for 15 turns (stop reason: all resources and life at maximum).
There is a way to the next level (antimagic aura) here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Ran for 3 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).




































































