











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved 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. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Sileriaretha the barrow wight at level 21 on the 33rd Haze 122nd year of Ascendancy at 17:26 / 2Killed by skeleton mage at level 22 on the 55th Haze 122nd year of Ascendancy at 20:01 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 44 (base 36) |
| Magic | 58 (base 51) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 18) |
Resources
| Life | -166/501 |
| Insanity | 84/100 |
| Healing Factor | 1.4455007465519 |
| Regeneration | 3.2523766797418 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 5 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +15% |
| Arcane | +13% |
| Cold | +6% |
| All | 0% |
| Darkness | +22% |
| Physical | +7% |
| Fire | +7% |
| Nature | +9% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | 0% |
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20.302100788423 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 24%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 47%( 70%) |
| Darkness | + 44%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 237 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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 Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grand Oration |
| talent | Twofold Curse |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Sileriaretha the barrow wight. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Xaneldara the wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Gadata the snow giant. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Xerata the large brown snake. Escort: repented thief (level 4 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 Wrathroot. * 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Mayenor' (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +3, Con +2 defense ------ Armor +1 Defense +10 (+5 eff.) Resistance +6% temporal Physical save +3 (+2 eff.) Mind save +6 (+2 eff.) Healmod +5% Poison Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Satyrveil'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% nature, +3% acid Ignore resists +20% nature When Hit 2 acid On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +6% acid Life +45.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | warlord's rough leather cap of constitution (+4) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats Str +4, Wil +4, Con +3 offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% physical Physical save +6 (+3 eff.) A cap made of leather. |
| On hands | Lisossra the Flamewake (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats Mag +2 offense ------ Damage +4% arcane defense ------ Armor +1 Fatigue +1% Resistance +3% fire Life +80.00 Life Regen +2.00 Healmod +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Aeroth the ash wand of shielding [power 182] (18/20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% arcane defense ------ Resistance +5% arcane, +9% temporal Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Yverawyn the Shinevortex0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness, +9% temporal Crit Resistance 15.00% Physical save +3 (+2 eff.) Unlife -40.00 life other ------- Light +3 Rings make your fingers look great! |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | short ash vilestaff of power (111% power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +11 (+3 eff.) Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Rotworm'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% nature When Hit 4 darkness On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +20 (+8 eff.) Resistance +6% lightning Life +33.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In off hand | Brighthacker the steel shield (0 def, 4 armour, 38.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Str 16 [Random Unique] Arcane/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Con +2 offense ------ When Hit 2 fire On-Hit (Melee): * 7% chance to reduce all saves and defense by 16 When Hit: * 11% chance to reduce armor by 32% * 10% chance to reduce all saves and defense by 16 defense ------ Armor +4 Fatigue +8% Resistance +11% acid, +24% fire other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Branaruirin the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +3 offense ------ Ignore resists +10% blight defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) other ------- Mana-on-crit +2.00 Max mana +40.00 Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +6% acid, +7% physical +7% fire, +6% cold defense ------ Resistance +11% acid, +11% physical +10% darkness, +11% fire +10% cold, +11% mind, +7% all Physical save +11 (+6 eff.) Spell save +11 (+5 eff.) Mind save +22 (+8 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the duelist (absorb 83; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 83 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Dex +3 defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +22% Amulets make your neck look great! |
gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+9 eff.) Ignore Armor +9 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
void walker's ash starstaff (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Resistance +5% darkness, +5% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +7% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of power (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +21 (+7 eff.) Damage +30% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword 'Phoenixnoon' (142% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 143% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Ignore Shields +30% On-crit, radius 2 +12 temporal On Critical: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: offense ------ Damage +9% fire When Hit 2 fire defense ------ Resistance +6% temporal other ------- Max stamina +30.00 Massive two-handed swords. |
dwarven-steel mace of crippling (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Blunt and deadly. |
Ganor the quiver of ash arrows (21/21, 122% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Rare] Arcane Weapon Damage 122% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +28 temporal +32 item temporal energize On-Hit, radius 1 +16 temporal On-crit, radius 2 +12 arcane On Hit: * 32% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 71.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+7 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 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Belutta (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats Str +4, Mag +3 offense ------ Physical Crit +1.0% Physical Power +15 (+7 eff.) Damage +3% arcane Ignore resists +5% physical defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dairutothad (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +5, Dex +2, Wil +1, Con +1 offense ------ On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +6 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 34.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
5 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. |
6 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
244 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe 'Hettyfast' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Wil +2 offense ------ Damage +3% physical defense ------ Defense +5 (+3 eff.) Fatigue -4% Resistance +15% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Layetira the Galefist [power 1] (18/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning, +15% acid defense ------ Resistance +12% mind, +6% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Shadowrain the elm wand of shielding [power 110] (18/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Mindpower +5 (+3 eff.) Ignore resists +15% darkness, +15% fire defense ------ Resistance +3% darkness Mind save +6 (+2 eff.) Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Geetropy the Doomelf Cultist of Entropy level 12
7th Dusk 122nd year of Ascendancy at 15:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Geetropy the Doomelf Cultist of Entropy level 21
55th Haze 122nd year of Ascendancy at 00:32 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Geetropy the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 21:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Geetropy the Doomelf Cultist of Entropy level 10
2nd Summertide 122nd year of Ascendancy at 15:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Geetropy the Doomelf Cultist of Entropy level 20
5th Haze 122nd year of Ascendancy at 12:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Geetropy the Doomelf Cultist of Entropy level 9
1st Summertide 122nd year of Ascendancy at 11:27 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Geetropy the Doomelf Cultist of Entropy level 21
28th Haze 122nd year of Ascendancy at 17:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Geetropy the Doomelf Cultist of Entropy level 17
43rd Dusk 122nd year of Ascendancy at 02:59 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Geetropy the Doomelf Cultist of Entropy level 21
33rd Haze 122nd year of Ascendancy at 17:26 see stats
Log
Geetropy activates his Aeroth the ash wand of shielding!
A shield forms around Geetropy.
Armoured skeleton warrior uses Block.
Balesuth the onilug fails to use Invoke Darkness.
Geetropy loses 14 health to the entropy.
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Geetropy uses Infusion: Movement.
Geetropy is moving at extreme speed!
Balesuth the onilug casts Arcane Reconstruction.
A shield forms around Balesuth the onilug.
Balesuth the onilug receives 553 healing.
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Geetropy loses 14 health to the entropy.
Geetropy is no longer cursed.
Geetropy is not stunned anymore.
Talent Rift Cutter is ready to use.
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Armoured skeleton warrior is less vulnerable.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Your shield crumbles under the damage!
The shield around Geetropy crumbles.
Geetropy deactivates Corruption of the Doomed.
Geetropy turns into a dúathedlen!
Skeleton mage hits Geetropy for (182 absorbed), 74 arcane (74 total damage).
Skeleton mage hits Armoured skeleton warrior for (78 blocked), 0 arcane (0 total damage).
Geetropy the level 22 doomelf cultist of entropy was energised to death by a skeleton mage on level 1 of Anteroom of Agony.























































































