Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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 v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Necromancer |
| Level / Exp | 22 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Mograim the quasit squad leader at level 22 on the 46th Dusk 122nd year of Ascendancy at 04:58 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 59 (base 51) |
| Willpower | 36 (base 26) |
| Cunning | 28 (base 28) |
Resources
| Life | -294/184 |
| Mana | 290/417 |
| Soul | 5/12 |
| Healing Factor | 1.1097162075846 |
| Regeneration | 0.27742905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 28 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Darkness | +43% |
| Light | +10% |
| Nature | +13% |
| Blight | +6% |
| Arcane | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Darkness | +15% |
| Arcane | +10% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 4 |
| Physical Save | 20 |
| Spell Save | 28 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 39%( 70%) |
| All | + 14%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 21% |
| Disarm Resistance | 81% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 56 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity 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 319 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 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 |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Deepsquake' (10 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +15% darkness Changes damage: +12% physical Critical mult.: +15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Beleyon the linen wizard hat (31 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +31 (+10 eff.) Changes resistances: +9% blight / +6% cold / +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
| Tool | Norerand the Blastbone [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% acid / +2% physical Changes resistances penetration: +15% lightning Spell save: +3 (+2 eff.) Silence immunity: +20% Only die when reaching: -60.00 life It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 130 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | MayoretiraPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +26% darkness Changes damage: +13% darkness Mental save: +17 (+6 eff.) Confusion immunity: +21% Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum vim: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| Around waist | Porura the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Mag Changes damage: +3% arcane / +6% blight Maximum encumbrance: +22 Mental save: +3 (+1 eff.) Disarm immunity: +10% A belt that goes around your waist. |
| In main hand | Lelibar the Morbusclash (27-32 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +5% nature Changes damage: +3% fire / +27% darkness / +3% nature Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xerolessra the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness Changes resistances: +5% darkness / +6% mind Changes resistances penetration: +10% mind Changes damage: +3% darkness Physical save: +14 (+7 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Perfect Control (20% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 16% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 60.03 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | linen cloak 'Huruharabers' (11 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +5 (+5 eff.) Armour: +6 Defense: +11 (+3 eff.) Damage when hit (Melee): 6 mind Changes resistances: +12% cold Changes damage: +6% physical Critical mult.: +10.00% Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Morbusguile'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +7 Lck Changes resistances: +14% fire / +11% cold / +5% arcane / +7% physical Changes resistances penetration: +10% arcane Stamina each turn: +0.20 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
gold amulet 'Barkhacker' =dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +8 Dex / +1 Mag Talent mastery: +0.28 Spell / Master of flesh Reduces incoming crit damage: 5.00% Amulets make your neck look great! |
RadhudralarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Damage when hit (Melee): 2 temporal Changes stats: +5 Cun / +4 Dex Changes resistances: +7% nature / +7% blight Maximum encumbrance: +23 Poison immunity: +13% Disease immunity: +13% Rings make your fingers look great! |
rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
rogue's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
steel ring 'Gyyata'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex / +4 Cun Critical mult.: +20.00% Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +4% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Voidriver the steel greatmaul (28-43 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Damage (Melee): +16 darkness When wielded/worn: Damage when hit (Melee): 4 arcane Vim when firing critical spell: +2.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace 'Melebar' (36-50 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +15% temporal Reduces incoming crit damage: 15.00% Life regen: +4.00 Vim when firing critical spell: +2.00 Only die when reaching: -40.00 life Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Neruvena the Blazeslice (20-29 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature / +20 arcane When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 lightning Changes resistances: +6% temporal One-handed war axes. |
Winternull the rough leather belt =regen/mod=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% blight / +3% mind Changes resistances penetration: +10% cold Life regen: +5.00 Healing mod.: +13% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's hardened leather belt of shielding Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +6 Mag Mana each turn: +0.11 Maximum mana: +27.00 It can be used to create a temporary shield that absorbs 188 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
Ebonypython (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Defense: +6 (+2 eff.) Changes resistances penetration: +5% darkness Changes damage: +3% physical Physical save: +16 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellbreak the cashmere cloak (2 def, 0 armour) =stun=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +1% physical / +3% fire Reduces incoming crit damage: 15.00% Blindness immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scumreign (1 def, 0 armour) =cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +1 Dex Changes resistances penetration: +5% nature Critical mult.: +10.00% Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tidemonster' (2 def, 0 armour) =str/dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +5 Dex / +1 Con Changes resistances: +9% cold Changes resistances penetration: +5% darkness Changes damage: +6% cold Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Turand' (1 def, 0 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +9% mind Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erederach the linen robe (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Changes resistances: +3% temporal / +9% cold / +7% all Physical save: +15 (+8 eff.) Spell save: +9 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% blight / +9% all Changes damage: +11% nature Poison immunity: +20% Disease immunity: +22% Life regen: +2.30 Maximum life: +45.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethumirin the Airjeer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 lightning Changes stats: +6 Lck / +4 Dex Changes resistances: +3% cold Changes resistances penetration: +10% lightning Stealth bonus: +6 Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Cameruiyon the Blizzardnull (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes resistances: +8% lightning / +8% temporal / +5% arcane / +15% cold Changes resistances penetration: +5% cold Changes damage: +12% arcane / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) =cun=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Windoracle the pair of hardened leather boots (0 def, 3 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 nature Changes stats: +6 Str / +3 Con Changes damage: +12% nature Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 7 Travel Speed: 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. |
restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kheloldil the rough leather cap (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +6 Dex / +1 Wil / +3 Cun Changes resistances: +6% acid / +2% physical Changes resistances penetration: +5% physical Mental crit. chance: +1% A cap made of leather. |
Manik the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +1 Wil / +3 Con Mana each turn: +0.08 Spellpower: +15 (+5 eff.) A cap made of leather. |
Tulidar the Cloudpeal (0 def, 1 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 acid / 2 mind Changes stats: +3 Str / +1 Wil Changes resistances penetration: +10% lightning Critical mult.: +10.00% Mental crit. chance: +6% A cap made of leather. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +10 (+5 eff.) A cap made of leather. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
368 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Growthpyre (dig speed 38 turns) =str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +6% fire / +3% nature / +12% cold Changes resistances penetration: +10% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Runesarach' (dig speed 12 turns)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 8 acid Changes stats: +2 Str / +3 Mag Changes resistances penetration: +5% acid Changes damage: +9% mind / +11% fire Mental save: +7 (+3 eff.) Maximum mana: +25.00 Spell crit. chance: +6% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Borodor the OffalticklerInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Wil / +5 Con Changes resistances: +11% blight Changes damage: +9% nature Life regen: +6.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eilinedhessra the MucusripperInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% nature Changes resistances penetration: +10% fire Changes damage: +5% mind / +3% fire Light radius: +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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 Activation costs 172 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 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) Activation costs 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. |
Aereminn [power 150] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +2 Changes damage: +3% physical Physical save: +6 (+3 eff.) Stamina each turn: +2.00 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 12% for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Sunmarrow the elm totem of thorny skin [power 16] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% cold / +6% fire Changes damage: +3% cold Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 second verse the Doomelf Necromancer level 11
1st Flare 122nd year of Ascendancy at 20:50 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By second verse the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 16:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By second verse the Doomelf Necromancer level 10
6th Mirth 122nd year of Ascendancy at 14:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By second verse the Doomelf Necromancer level 20
33rd Dusk 122nd year of Ascendancy at 11:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By second verse the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 17:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By second verse the Doomelf Necromancer level 10
7th Mirth 122nd year of Ascendancy at 07:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By second verse the Doomelf Necromancer level 13
5th Dusk 122nd year of Ascendancy at 11:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By second verse the Doomelf Necromancer level 16
14th Dusk 122nd year of Ascendancy at 05:46 see stats
Log
Herald of oblivion shrugs off second verse's 'Bleeding'!
Skeleton mage picks up the remains of its fallen comrade.
Armoured skeleton warrior starts to bleed.
Skeleton mage shatters!
Herald of oblivion shrugs off second verse's 'Bleeding'!
Skeleton master archer picks up the remains of its fallen comrade.
Armoured skeleton warrior shrugs off second verse's 'Bleeding'!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Skeleton master archer shatters!
Melee retaliation hits Herald of oblivion for 7 physical, 7 physical (15 total damage).
Melee retaliation hits Armoured skeleton warrior for (4 absorbed), 0 mind, (2 absorbed), 0 mind (0 total damage).
Melee retaliation hits Herald of oblivion for 1 mind, 1 mind (2 total damage).
Armoured skeleton warrior hits second verse for (67 absorbed), (24 absorbed), (1 to minion: skeleton mage), 11 physical, (129 absorbed), (7 to minion: skeleton mage), 57 physical (68 total damage).
Herald of oblivion hits Skeleton mage for 111 temporal, 120 darkness (231 total damage).
Herald of oblivion hits second verse for (11 absorbed), (9 to minion: skeleton mage), 73 temporal, (10 to minion: skeleton mage), 80 darkness, (3 to minion: skeleton master archer), 25 temporal, (13 to minion: skeleton mage), 103 temporal, (13 to minion: skeleton master archer), 98 darkness, (3 to minion: skeleton master archer), 25 temporal (404 total damage).
Herald of oblivion hits Skeleton master archer for 149 temporal, 172 darkness (321 total damage).
Herald of oblivion hits Dreadmaster for 189 temporal, 139 darkness (329 total damage).
Melee retaliation hits Herald of oblivion for 7 physical, 7 physical (15 total damage).
Dreadmaster receives 83 healing.
Herald of oblivion killed Skeleton mage!
Herald of oblivion killed Skeleton master archer!
Dreadmaster killed Dreadmaster!
Second verse's Hiemal Shield hits Herald of oblivion for 5 cold damage.
Second verse's Hiemal Shield hits Armoured skeleton warrior for (4 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior uses Block.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Mograim the quasit squad leader.
Armoured skeleton warrior hits Mograim the quasit squad leader for 30 physical, 3 fire, 5 fire (37 total damage).
Impending Doom from Mograim the quasit squad leader hits second verse for 8 cold, 12 darkness (20 total damage).
second verse the level 22 doomelf necromancer was swallowed by the void to death by Mograim the quasit squad leader on level 2 of Anteroom of Agony.

















































































































