Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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. Improved Auto-explore and Rest 1.3.1Quality 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. Items Vault 1.3.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Ignore Race/Class Locks 1.1.0Modifies 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.] 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 | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 16 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 16 on the 3rd Dearth 122nd year of Ascendancy at 19:57 / 1 |
Primary Stats
| Strength | 52 (base 41) |
| Dexterity | 13 (base 11) |
| Constitution | 52 (base 32) |
| Magic | 8 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -10/616 |
| Positive | 0/95 |
| Stamina | 182/182 |
| Healing Factor | 0.49128372404492 |
| Regeneration | 11.223942861622 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +72.992700729927% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 38 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.9 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.92 (81.030927835052%) |
| Defense | 6.05 |
| Ranged Defense | 6.05 |
| Fatigue | 8 |
| Physical Save | 28.2 |
| Spell Save | 14.75 |
| Mental Save | 9.45 |
Defense: Resistances
| All | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
| detrimental effect | Reduces global action speed by 7%. Slow |
| detrimental effect | The target is poisoned and sick, doing 12.53 nature damage per turn. All damage it does is reduced by 16%. Numbing Poison |
| detrimental effect | The target is poisoned, taking 20.86 nature damage per turn and decreasing all heals received by 29%. Insidious Poison |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target's has a cursed wound, reducing healing by 22%. Cursed Wound |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | [vs. miner's pair of rough leather boots (0 def, 5 armour) (On feet)] miner's pair of rough leather boots (0 def, 5 armour)miner's pair of rough leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +1% (-) Infravision radius: +1 (-) A pair of boots made of leather. |
| Light source | [vs. preserving brass lantern of the zealot (Light source)] preserving brass lantern of the zealotpreserving brass lantern of the zealot Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Con Changes resistances: +6%(-) blight / +3%(-) all Spell save: +6 (+6 eff.) (-) Life regen: +1.70 (-) 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. iron helm of constitution (+3) (0 def, 3 armour) (On head)] iron helm of constitution (+3) (0 def, 3 armour)iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 (-) Damage when hit (Melee): 15(-) blight Changes damage: +4%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.64 cold and 9.26 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] gladiator's copper ring of blinding strikesgladiator's copper ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 11% chance to blind Changes stats: +5 Str / +0(-4) Wil / +5(-1) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] insidious steel greatmaul of massacre (41-61.5 power, 2 apr)insidious steel greatmaul of massacre (41-61.5 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.0% (-) Attack speed: 100% (-) Damage (Melee): +16(-) insidious poison Massive two-handed mauls. |
| On hands | [vs. iron gauntlets of dexterity (+3) (0 def, 1 armour) (On hands)] iron gauntlets of dexterity (+3) (0 def, 1 armour)iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. fortifying steel plate armour (4 def, 9 armour) (Main armor)] fortifying steel plate armour (4 def, 9 armour)fortifying 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 (-) Defense: +4 (+4 eff.) (-) Fatigue: +22% (-) Changes stats: +2(-) Str / +2(-) Con Maximum life: +30.00 (-) A suit of armour made of metal plates. |
| Cloak | [vs. thick linen cloak (1 def, 5 armour) (Cloak)] thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +10%(-) 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 | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
This item will automatically be transmogrified when you leave the level. biting gale rune (34 cold damage; 20 apply power)biting gale rune (34 cold damage; 20 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: 17 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 34.50 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 20. 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. Vargh Redemption (On fingers, 1 of 2)] wizard's steel ringThis item will automatically be transmogrified when you leave the level. wizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Spell save: +8 (+7 eff.) Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] steel dagger (12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-29.0 - -45.9) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+4) Physical crit. chance: +5.0% (+4.0%) Attack speed: 100% (-) Damage (Melee): +0(-16) insidious poison Sharp, short and deadly. |
[vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] steel greatmaul of purging (27-40.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul of purging (27-40.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5(-14.0 - -21.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +9 nature / +0(-16) insidious poison Massive two-handed mauls. |
[vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] steel greatsword of projection (25-40 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatsword of projection (25-40 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0(-16.0 - -21.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +7 mind / +0(-16) insidious poison It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
[vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] surging ash starstaff of might (15-18 power, 3 apr, darkness element)This item will automatically be transmogrified when you leave the level. surging ash starstaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-26.0 - -43.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-16) insidious poison When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
[vs. insidious steel greatmaul of massacre (41-61.5 power, 2 apr) (In main hand)] yew magestaff of illumination (20-24 power, 4 apr, cold element)This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-21.0 - -37.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.5% (+2.5%) Attack speed: 100% (-) Damage (Melee): +0(-16) insidious poison When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Mighty Girdle (Around waist)] grounding rough leather belt of the giantsThis item will automatically be transmogrified when you leave the level. grounding rough leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +0 (-4) Changes resistances: +6% lightning / +6% temporal Maximum encumbrance: +0 (-70) Spell save: +6 (+6 eff.) Knockback immunity: +0% (-40%) Size category: +1 A belt that goes around your waist. |
[vs. iron helm of constitution (+3) (0 def, 3 armour) (On head)] miner's rough leather cap (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. miner's rough leather cap (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-1) Fatigue: +1% (-4%) Changes stats: +0(-3) Con Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning 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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots (17/17, 14.5-17.4 power, 1 apr)pouch of iron shots (17/17, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Nyeannaise the Dwarf Berserker level 14
28th Wealth 122nd year of Ascendancy at 04:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Nyeannaise the Dwarf Berserker level 7
3rd Acquisition 122nd year of Ascendancy at 21:11 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Nyeannaise the Dwarf Berserker level 14
28th Wealth 122nd year of Ascendancy at 22:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Nyeannaise the Dwarf Berserker level 10
20th Profit 122nd year of Ascendancy at 04:41 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Nyeannaise the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 04:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Nyeannaise the Dwarf Berserker level 10
25th Profit 122nd year of Ascendancy at 04:18 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Nyeannaise the Dwarf Berserker level 13
17th Wealth 122nd year of Ascendancy at 14:10 see stats
Log
Nyeannaise moves reluctantly!
Bandit hits Nyeannaise for 5 physical, 2 physical (7 total damage).
Belemirinor the thief hits Nyeannaise for 40 physical, 9 temporal, 8 nature, (slow 7%) (58 total damage).
Nyeannaise hits Bandit for 13 blight, 13 blight (26 total damage).
Nyeannaise hits Belemirinor the thief for 13 blight damage.
Nyeannaise hits Bandit for 12 blight, 12 blight (23 total damage).
Bandit hits Nyeannaise for 5 physical, 7 mind, , 2 physical (15 total damage).
Nyeannaise uses Infusion: Regeneration.
Nyeannaise starts regenerating health quickly.
Talent Infusion: Wild is ready to use.
Insidious Poison from Bandit hits Nyeannaise for 20 nature damage.
Numbing Poison from Thief hits Nyeannaise for 12 nature damage.
Nyeannaise receives 13 healing.
Eliyawyn the bandit lord misses Nyeannaise.
Eliyawyn the bandit lord uses Highborn's Bloom.
Eliyawyn the bandit lord misses Nyeannaise.
Nyeannaise hits Thief for 13 blight, 13 blight (26 total damage).
Nyeannaise hits Thief for 13 blight, 13 blight (26 total damage).
Bleeding from Nyeannaise hits Belemirinor the thief for 42 physical damage.
Thief hits Nyeannaise for 4 physical, 2 physical, 8 temporal, (slow 7%), 3 nature (17 total damage).
Thief hits Nyeannaise for 5 physical, 4 acid, 2 physical, 5 nature, 3 temporal (20 total damage).
Bandit uses Highborn's Bloom.
Nyeannaise is stunned with fear!
Bleeding from Nyeannaise killed Belemirinor the thief!
Bandit hits Nyeannaise for 3 physical, 2 physical (5 total damage).
Nyeannaise hits Bandit for 13 blight, 13 blight (26 total damage).
Nyeannaise hits Bandit for 5 blight, 5 blight (9 total damage).
Bandit hits Nyeannaise for 3 physical, 6 mind, , 2 physical (11 total damage).
Saving game...
