









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!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. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official Expansion!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: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 | Ogre |
| Class | Doombringer |
| Level / Exp | 18 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Meriguasu the quasit at level 18 on the 44th Dusk 122nd year of Ascendancy at 10:55 / 1 |
Primary Stats
| Strength | 51 (base 46) |
| Dexterity | 20 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 42 (base 34) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -291/696 |
| Stamina | 110/156 |
| Vim | 0/176 |
| Healing Factor | 1.4824166372473 |
| Regeneration | 8.9686206553461 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 51 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +15% |
| Light | +12% |
| Darkness | +5% |
| Cold | +12% |
| Lightning | +4% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 30 (60%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 24 |
| Mental Save | 14 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Acid | + 18%( 70%) |
| Nature | + 46%( 70%) |
| Temporal | + 20%( 70%) |
| Cold | + 23%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 18%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 20% |
| Disarm Resistance | 10% |
| Stun Resistance | 71% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| 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: 14 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 20 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of rough leather boots 'Vilespitter' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +9% lightning +6% temporal +3% nature Life +100.00 Blind Resist +10% Disarm Resist +10% A pair of boots made of leather. |
| Light source | Lelalen2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +2 Resistance +3% acid Physical save +3 (+2 eff.) Mind save +3 (+3 eff.) Life +41.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 | Zuruivor (20 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ When Hit 2 arcane defense ------ Armor +1 Defense +20 (+7 eff.) Fatigue +1% Unlife -40.00 life Life +20.00 Healmod +10% A cap made of leather. |
| Tool | elm totem of healing 'Amandil' [power 122] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Ignore resists +10% mind defense ------ Resistance +3% nature +3% mind Unlife -40.00 life Healmod +15% Disease Resist +10% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
| On fingers | copper ring 'Bethalle'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Critical power +5.00% Damage +12% mind Accuracy +5 (+2 eff.) defense ------ Resistance +1% physical Physical save +9 (+5 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around waist | Zesador the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Con offense ------ Ignore resists +20% physical Accuracy +10 (+4 eff.) defense ------ Defense +5 (+2 eff.) Life Regen +0.80 Healmod +13% other ------- Max mana +20.00 A belt that goes around your waist. |
| In main hand | Tirakai's Maul (44-57 power, 9 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Cold Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 ice While equipped: Stats +6 Dex +6 Cun +6 Mag offense ------ Damage +12% cold defense ------ Stun Resist +30% Quartz: Cold Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | Dayripper (15 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning +6% light defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% Resistance +6% lightning Life Regen +2.00 Stun Resist +20% 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical 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 | Molar (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold Crit Resistance 5.00% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 6 light 6 darkness Damage +6% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 14% * 5% chance to blind defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; temporal, light, blight, physical, mind, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 4 light, 4 blight, 2 physical, 4 mind, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
warrior's copper amulet of mastery (0.11 Corruption / Heart of Fire)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.40 Masteries +0.11 Corruption/Heart of Fire Amulets make your neck look great! |
gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
Layerebeth the Magmalady (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +3 Con offense ------ Spell Crit +3% Spellpower +18 (+8 eff.) Damage +20% acid +15% physical +20% darkness +20% blight +20% fire Ignore resists +20% fire Accuracy +20 (+7 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of might (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+5 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% blight other ------- Mana/turn +0.21 Max mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword 'Infernorune' (40-63 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +19 cold While equipped: offense ------ Damage +3% fire defense ------ Resistance +6% nature +9% fire Blind Resist +10% Disease Resist +20% Confus Resist +20% Massive two-handed swords. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 89.39 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
nature's thorny mindstar (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +5% nature defense ------ Resistance +5% blight Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
quiver of yew arrows of crippling (19/19, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Titanic (20 def, 18 armour, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +7% physical +13% fire +10% cold defense ------ Resistance +12% acid +10% physical +14% fire +13% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +11% nature defense ------ Resistance +7% blight +11% all Life +44.00 Life Regen +2.70 Healmod +12% Poison Resist +22% Disease Resist +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Mirepall' (8 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +1 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +4 Defense +8 (+3 eff.) Fatigue +7% Resistance +10% blight +10% darkness +9% nature Physical save +6 (+3 eff.) Life +34.00 Life Regen +3.00 Healmod +12% other ------- Light +1 A suit of armour made of leather. |
Gorudir the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +2 Mag +7 Wil +4 Cun +1 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% blight +12% temporal Mind save +11 (+8 eff.) A suit of armour made of mail. |
Unlightcast the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +3% darkness When Hit 2 darkness On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +6% darkness Spell save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinura (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con offense ------ Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Armor +7 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) other ------- Max stamina +20.00 A pair of boots made of leather. |
Ichorbrawn the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun offense ------ Damage +12% nature On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Armor +1 Resistance +6% temporal Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) A pair of boots made of leather. |
Torerain (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Wil offense ------ Critical power +5.00% defense ------ Armor +3 Resistance +3% fire Physical save +9 (+5 eff.) other ------- Hate-on-crit +1.00 Infravision +2 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +17 (+6 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +7 (+6 eff.) Disarm Resist +20% 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. |
storm dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 lightning Damage +3% lightning defense ------ Armor +2 Fatigue +3% Resistance +5% lightning 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. |
Hanotar the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +6 Mag +5 Cun +5 Con defense ------ Armor +1 Fatigue +1% Resistance +3% mind A cap made of leather. |
dwarven-steel helm 'Betota' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +11 Dex +2 Wil +5 Cun offense ------ Ignore resists +10% arcane Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Resistance +6% acid +15% darkness +7% fire +7% lightning +11% cold other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
3 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. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
63 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. |
brass lantern 'Purehunt'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Mag +2 Cun offense ------ Ignore resists +5% nature defense ------ Crit Resistance 15.00% Physical save +6 (+3 eff.) Healmod +11% 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 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 92.28 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 92.28 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Morningcrack' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun offense ------ Physical Power +5 (+1 eff.) Damage +3% light Accuracy +9 (+3 eff.) defense ------ Defense +15 (+5 eff.) Resistance +3% light other ------- Stamina/turn +2.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Shiverstrider' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Dex +3 Wil +1 Cun offense ------ Physical Power +4 (+1 eff.) Move Speed +10% Damage +6% acid defense ------ Resistance +3% cold 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. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By PLANT MAN returns the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 17:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By PLANT MAN returns the Ogre Doombringer level 10
10th Flare 122nd year of Ascendancy at 18:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By PLANT MAN returns the Ogre Doombringer level 11
4th Dusk 122nd year of Ascendancy at 15:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By PLANT MAN returns the Ogre Doombringer level 14
13rd Dusk 122nd year of Ascendancy at 08:18 see stats
Log
Meriguasu the quasit's spell attains critical power!
Meriguasu the quasit receives 38 healing from PLANT MAN returns.
Meriguasu the quasit loses 33 health to the entropy.
Meriguasu the quasit's is no longer blazing.
Meriguasu the quasit stops being poisoned.
The shield around Meriguasu the quasit crumbles.
A void star appears around Meriguasu the quasit.
PLANT MAN returns receives 1 healing from Devouring flames from PLANT MAN returns.
Meriguasu the quasit receives 37 healing from Temporal Restoration Field.
PLANT MAN returns deactivates Fearscape.
Lava floor heals PLANT MAN returns!
PLANT MAN returns casts Blazing Rebirth.
PLANT MAN returns is purified by fire.
PLANT MAN returns hits PLANT MAN returns for 55 healing, 530 healing (0 total damage) [585 healing].
Meriguasu the quasit's Reality Fracture hits PLANT MAN returns for 16 temporal, 14 darkness (30 total damage).
Meriguasu the quasit's Reality Fracture hits PLANT MAN returns for 15 temporal, 15 darkness (30 total damage).
You are brought back from the Fearscape!
Sanity Warp hits PLANT MAN returns for 47 darkness, 54 temporal (101 total damage).
Meriguasu the quasit casts Netherblast.
PLANT MAN returns loses 72 health to the soulburn.
PLANT MAN returns has survived the entropic gift.
LOW HEALTH WARNING!
Meriguasu the quasit's Netherblast hits PLANT MAN returns for 152 temporal, 152 darkness (304 total damage).
Dark Whispers from Meriguasu the quasit hits PLANT MAN returns for 100 darkness, 129 temporal (229 total damage).
Meriguasu the quasit loses 35 health to the entropy.
The fabric of time around Meriguasu the quasit returns to normal.
Meriguasu the quasit casts Dark Whispers.
PLANT MAN returns loses 72 health to the soulburn.
Dark Whispers from Meriguasu the quasit hits PLANT MAN returns for 108 darkness damage.
PLANT MAN returns the level 18 ogre doombringer was swallowed by the void to death by Meriguasu the quasit on level 1 of Anteroom of Agony.



































































































