











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Improved 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 18 / 81% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 55 (base 40) |
| Constitution | 14 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 19 (base 15) |
| Cunning | 56 (base 37) |
Resources
| Life | 533/548 |
| Stamina | 154/154 |
| Healing Factor | 1.2472895330003 |
| Regeneration | 6.5482700482517 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -998 |
| Infravision | 10 |
| See Stealth | 39.46669190158 |
| See Invisible | 39.46669190158 |
| Stealth | 51 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 60 |
| Crit Chance | 35% |
| APR | 32 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 60 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Arcane | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (69.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 22 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Poison Resistance | 41% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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 Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Volatile Poison |
| talent | Apply Poison |
| beneficial effect | Parrying melee and ranged attacks: Has a 32% chance to deflect up to 13 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Boreharalach' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Cun +4 Dex offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Resistance +12% lightning +6% temporal +9% nature Life +41.00 other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Gileldir (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Mag +1 Con defense ------ Armor +3 Fatigue +3% Resistance +10% fire +8% cold Life +100.00 Healmod +10% Poison Resist +10% Confus Resist +20% other ------- Max psi +20.00 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Tool | Brandblow [power 225] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% fire defense ------ Resistance +2% physical +12% cold Crit Resistance 10.00% Stun Resist +10% Knockbk Resist +20% Blast the opponent's mind dealing 259 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Resistance +6% nature +6% blight Poison Resist +11% Disease Resist +11% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring 'Brenydar'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% arcane +3% mind Ignore resists +10% mind defense ------ Life Regen +2.00 Stun Resist +22% other ------- Mana/turn +0.04 Max mana +40.00 Rings make your fingers look great! |
| Around neck | Ragerab0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex offense ------ Critical power +5.00% Damage +9% mind defense ------ Resistance +10% mind Confus Resist +20% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
| In main hand | Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +5% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Cun, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | linen cloak 'Mygen' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% mind defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +6% mind Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +31.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
Inventory
movement infusion (speed 467%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 467% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
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) Won't Break Stealth: 100% 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. |
insulating copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
Salykira the Cracklespitter0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +1% Damage +3% lightning defense ------ Fatigue -5% Resistance +9% fire other ------- Encumbrance +20 Rings make your fingers look great! |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20,Str 40 [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Winterblast the iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 lightning While equipped: offense ------ Damage +6% cold Ignore resists +15% lightning defense ------ Resistance +8% acid +8% lightning +8% fire +14% cold +3% all Spell save +6 (+3 eff.) Sharp, short and deadly. |
iron dagger 'Noonstreak' (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 light While equipped: offense ------ Critical power +10.00% Physical Power +10 (+5 eff.) Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Disarm Resist +22% Sharp, short and deadly. |
elemental steel dagger of massacre (120% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 24 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +7% fire Sharp, short and deadly. |
steel dagger of phasing (102% power, 13 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +5.0% Attack Speed 100% Ignore Shields +11% Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 207.62 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar of gales (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +6% lightning +4% cold +5% physical defense ------ Defense +6 (+2 eff.) Pinning Resist +17% 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. |
Mayekira (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +1 Mag offense ------ Mind Crit +2% Ignore resists +5% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning Crit Resistance 5.00% other ------- EQ when Hit +0.04 Infravision +3 A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 21 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Deepskin the hardened leather armour (14 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +6 Defense +14 (+4 eff.) Fatigue +8% Resistance +9% acid +17% cold +9% fire Blind Resist +20% A suit of armour made of leather. |
Glitterradiance the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Resistance +3% nature +6% fire +6% mind +6% cold Life Regen +4.00 Poison Resist +10% Knockbk Resist +10% A belt that goes around your waist. |
rough leather belt 'Bleakkarma'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% darkness Against +15% Summoned Accuracy +30 (+8 eff.) defense ------ Defense +5 (+1 eff.) Resistance +1% physical Resist Against +15% Summoned A belt that goes around your waist. |
Kilnpower (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Ignore resists +20% mind +10% fire On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +1 Resistance +6% acid +3% mind Blink to a nearby random location (rad 7) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
Durythel the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Cun +5 Con offense ------ Mind Crit +1% Damage +5% physical defense ------ Armor +4 Fatigue +3% Spell save +3 (+1 eff.) Blind Resist +10% Disarm Resist +20% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 107% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel helm 'Kindlewing' (6 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +5 Wil +7 Cun offense ------ Damage +6% light Accuracy +6 (+2 eff.) Ignore Armor +6 When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +4% Resistance +8% blight +9% light Mind save +8 (+4 eff.) other ------- Max psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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. |
12 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. |
7 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. |
8 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
171 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 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. |
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 (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 276/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aurath the Cornac Rogue level 16
33rd Dusk 122nd year of Ascendancy at 18:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Aurath the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 05:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Aurath the Cornac Rogue level 13
3rd Dusk 122nd year of Ascendancy at 04:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aurath the Cornac Rogue level 17
46th Dusk 122nd year of Ascendancy at 00:52 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
Aurath wears (replacing Durythel the pair of dwarven-steel boots (0 def, 4 armour)): pair of dwarven-steel boots 'Boreharalach' (0 def, 4 armour).
You gain 15.25 gold from the transmogrification of innervating yew wand of conjuration [power 215] (13 cooldown).
You gain 1.02 gold from the transmogrification of woodsman's dwarven-steel pickaxe (dig speed 31 turns).
You gain 4.27 gold from the transmogrification of bright alchemist's lamp of the zealot.
You gain 14.83 gold from the transmogrification of Sparkfurnace (0 def, 4 armour).
You gain 12.09 gold from the transmogrification of Frostwyrd the hardened leather cap (0 def, 3 armour).
You gain 13.03 gold from the transmogrification of Emylrabeth the Corruptiontrial (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Cyrildabeth (2 def, 4 armour).
You gain 1.94 gold from the transmogrification of shimmering cashmere robe of blight (+16%) (0 def, 0 armour).
You gain 0.98 gold from the transmogrification of dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 73.5 block).
You gain 2.42 gold from the transmogrification of deadly pouch of dwarven-steel shots of persecution (21/21, 151% power, 3 apr).
You gain 3.08 gold from the transmogrification of blazing pouch of steel shots of erosion (19/19, 120% power, 2 apr).
You gain 1.78 gold from the transmogrification of flaming quiver of yew arrows of accuracy (15/15, 135% power, 10 apr).
You gain 3.39 gold from the transmogrification of mighty hardened leather sling of acid.
You gain 1.99 gold from the transmogrification of yew longbow of acid.
You gain 2.81 gold from the transmogrification of horrifying thorny mindstar of life (94% power, 24 apr, mind damage).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (121% power, 4 apr).
You gain 4.25 gold from the transmogrification of slime-covered steel waraxe of shearing (107% power, 3 apr).
You gain 3.91 gold from the transmogrification of hateful dwarven-steel greatmaul of erosion (149% power, 2 apr).
You gain 4.20 gold from the transmogrification of elemental steel battleaxe of amnesia (117% power, 2 apr).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

























































































