









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.5.9Official 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 | Female |
| Race | Drem |
| Class | Cultist of Entropy |
| Level / Exp | 19 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Emelissra the thief at level 16 on the 7th Dearth 122nd year of Ascendancy at 18:52 / 2Killed by Polutta the thief at level 19 on the 16th Loss 122nd year of Ascendancy at 20:30 |
Primary Stats
| Strength | 1 (base 13) |
| Dexterity | 13 (base 10) |
| Constitution | 3.3819418645316 (base 10) |
| Magic | 49 (base 47) |
| Willpower | 21 (base 10) |
| Cunning | 43 (base 39) |
Resources
| Life | -7/476 |
| Insanity | 39/100 |
| Healing Factor | 1.1427443994661 |
| Regeneration | 67.387637236514 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 11 |
| Crit Chance | 31% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Acid | +22% |
| Darkness | +60% |
| Temporal | +19% |
| Cold | +16% |
| Lightning | +26% |
| Mind | +28% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +35% |
| Acid | +5% |
| Mind | +20% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 47.647187283725 (60%) |
| Defense | 27 |
| Ranged Defense | 33 |
| Fatigue | 1 |
| Physical Save | 20 |
| Spell Save | 32 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 24%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 26%( 70%) |
| Mind | + 14%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 5% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 163 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 431% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Demented / Doom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Void Stars |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| detrimental effect | The target is wasting away from entropic forces, taking 10 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
| beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | A flow of life spins around the target, regenerating 58.72 life per turn. Regeneration |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its strength by 17 and doing 28.81 blight damage per turn. Weakness Disease |
| beneficial effect | The target has 10 increased saves and defense, 10% increased critical chance, and 6% chance to avoid all damage. 10 Jinx |
| detrimental effect | The target is infected by a disease, reducing its constitution by 17 and doing 28.81 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
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 |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Chalygasin the Flashsage (0 def, 8 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% mind ----- def ----- Armour +8 Fatigue +2% Resists +9% mind ---------- misc Light +2 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Dimdream'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% acid +15% darkness Melee Ret 20 acid ----- def ----- Resists +6% darkness +3% acid Max.HP +42.00 ---------- misc Light +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 | Voruvea the iron helm (9 def, 7 armour)3.0 T1 head armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Mind.pwr +4 (+2 eff.) Phasing +10% ----- def ----- Armour +7 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +5% Heal.mod +10% ---------- misc Mana/turn +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | steel ring 'Elema'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +21% darkness ----- def ----- Fatigue -6% Resists +42% darkness +3% temporal Mind.save +5 (+1 eff.) Confus- +20% Rings can have magical properties. |
| On fingers | steel ring 'Ragedil'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% lightning +10% cold +6% acid ----- def ----- Resists +22% lightning +20% cold +6% light +3% temporal Mind.save +5 (+1 eff.) Confus- +23% Rings can have magical properties. |
| Around waist | Duathelmaster1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +12% temporal +6% nature +3% darkness Max.HP +32.00 Poison- +5% Confus- +5% A belt that goes around your waist. |
| In main hand | Polodhewen the yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +16 (+6 eff.) Melee+ 15 arcane Dmg.mod +20% darkness Acc +4 (+4 eff.) ----- def ----- Mind.save +20 (+6 eff.) Max.HP +40.00 Heal.mod +10% Confus- +30% Pinning- +10% ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Chargereign (0 def, 6 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +6 Mind.save +7 (+2 eff.) Max.HP +52.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 139)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 139 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion of the wizard (heal 270 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 270 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 ability. |
regeneration infusion of the wizard (heal 227 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 227 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 ability. |
wild infusion of the sneak (resist 19%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 11%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
Tulirab the Lustreumbra0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% blight +6% light Res.pen +5% light Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% blight Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of arcana(+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +8 Rings can have magical properties. |
marksman's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% cold Acc +6 (+5 eff.) ----- def ----- Resists +20% cold Rings can have magical properties. |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +24% ---------- misc Max.enc +22 Rings can have magical properties. |
titan's copper ring of the mind (+11%) =Con +3=0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +22% fire Rings can have magical properties. |
steel greatmaul of phasing (25.5-38.25 power, 11 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 25.5 - 38.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +11 Crit +1.0% Atk.spd 100% Phasing +14% Massive two-handed mauls. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Singewar'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +5% lightning +6% temporal +3% blight +12% fire +6% mind Pinning- +5% A belt that goes around your waist. |
Lightningborn (0 def, 1 armour) =Movespeed 20=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% On Hit (Melee): * Slows global speed by 15% * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +3% lightning A pair of boots made of leather. |
Vorynor the Dimvile (0 def, 3 armour) =Darkness Pen=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+4 eff.) Dmg.mod +9% mind Res.pen +25% darkness +20% mind Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness A pair of boots made of leather. |
Eilinywyn the Shockpulverizer (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) Dmg.mod +9% darkness Res.pen +15% lightning ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gathel (0 def, 3 armour) =25 Crit Mult=3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +25.00% ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +6% temporal Heal/summ +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smolderreign (0 def, 1 armour) =Water Breathe=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +15% fire Res.pen +25% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Halemnir' (0 def, 3 armour) =Str +6=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +1 Dex dps ---------- Melee Ret 8 mind ----- def ----- Armour +3 Fatigue -5% ---------- misc Infravis +1 Telepathy Humanoid/Orc A cap made of leather. |
4 agate0.0 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. |
170 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emelobretha the Dimqueller (dig speed 40 turns) =Darkness Pen=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +15% darkness ----- def ----- Armour +2 Resists +3% acid +10% nature +3% darkness Poison- +15% Pinning- +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Xanurawen' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Acc +6 (+5 eff.) Apr +3 ----- def ----- Armour +2 Fatigue -4% Resists +9% temporal Heal.mod +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 98.77 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.77 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
steel torque of thermal psionic shield 'Pitchnigh' [power 43] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% acid ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Eruntir the Coalpiety [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% blight +6% cold +3% light +3% acid Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Blackrend' [power 25] (20 cooldown) =Emo=2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% darkness Res.pen +10% darkness Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
forceful elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Eluda [power 151] (10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +3% blight Fire a bolt of a random element with (base) damage 76 to 151 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By IncessantWrithing the Drem Cultist of Entropy level 14
16th Wealth 122nd year of Ascendancy at 17:20 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By IncessantWrithing the Drem Cultist of Entropy level 14
16th Wealth 122nd year of Ascendancy at 17:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By IncessantWrithing the Drem Cultist of Entropy level 10
13rd Profit 122nd year of Ascendancy at 17:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By IncessantWrithing the Drem Cultist of Entropy level 12
28th Profit 122nd year of Ascendancy at 06:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By IncessantWrithing the Drem Cultist of Entropy level 8
8th Profit 122nd year of Ascendancy at 16:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By IncessantWrithing the Drem Cultist of Entropy level 15
26th Wealth 122nd year of Ascendancy at 00:14 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By IncessantWrithing the Drem Cultist of Entropy level 16
7th Dearth 122nd year of Ascendancy at 18:52 see stats
Log
IncessantWrithing is wasting away!
Black Blood Bleeding from IncessantWrithing hits Polutta the thief for 26 darkness damage.
Entropic Gift from IncessantWrithing hits Polutta the thief for 31 temporal, 43 darkness (74 total damage).
Poison from IncessantWrithing hits Polutta the thief for 3 nature damage.
Polutta the thief casts Virulent Disease.
IncessantWrithing is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
IncessantWrithing's black hole pulls Polutta the thief in!
IncessantWrithing's black hole hits Polutta the thief for 14 temporal, 18 darkness (32 total damage).
IncessantWrithing loses 1 health to the entropy.
Rotting Disease from Polutta the thief hits IncessantWrithing for (35 absorbed), 0 blight (0 total damage).
Weakness Disease from Polutta the thief hits IncessantWrithing for (35 absorbed), 0 blight (0 total damage).
--------------------------------
IncessantWrithing uses Infusion: Regeneration.
IncessantWrithing starts regenerating health quickly.
Black Blood Bleeding from IncessantWrithing hits Polutta the thief for 28 darkness damage.
Entropic Gift from IncessantWrithing hits Polutta the thief for 32 temporal, 38 darkness (70 total damage).
Poison from IncessantWrithing hits Polutta the thief for 3 nature damage.
Polutta the thief casts Soul Rot.
Polutta the thief's spell attains critical power!
IncessantWrithing's void star absorbs the damage from Polutta the thief's Soul Rot, converting it into entropy!
Your shield crumbles under the damage!
The shield around IncessantWrithing crumbles.
Polutta the thief's Soul Rot hits IncessantWrithing for (194 to entropy), (93 absorbed), 196 blight (196 total damage).
IncessantWrithing's black hole pulls Polutta the thief in!
IncessantWrithing's black hole hits Polutta the thief for 13 temporal, 17 darkness (30 total damage).
IncessantWrithing loses 8 health to the entropy.
Saving game...
























































































