









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 25 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Islenne the gelatinous cube at level 22 on the 54th Dusk 122nd year of Ascendancy at 01:59 / 2Killed by Silawe the mean looking elven guard at level 25 on the 61st Dusk 122nd year of Ascendancy at 10:47 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 71 (base 49) |
| Magic | 62 (base 55) |
| Willpower | 39 (base 10) |
| Cunning | 27 (base 13) |
Resources
| Life | -141/823 |
| Insanity | 4/100 |
| Healing Factor | 2.2396680497925 |
| Regeneration | 223.13230613207 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | +28.573209545165% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 3 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 32% |
| Speed | 0.77776700413528 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Temporal | +22% |
| Blight | +16% |
| Arcane | +21% |
| All | 0% |
Offense: Damage Penetration
| Acid | +32% |
| Temporal | +22% |
| Arcane | +12% |
| Darkness | +37% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 35.213075449774 (30%) |
| Defense | 16 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 32 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 66%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 38%( 70%) |
| All | + 24%( 70%) |
| Mind | + 32%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 34% |
| Instadeath Resistance | 100% |
| Stun Resistance | 29% |
| Poison Resistance | 10% |
| Disarm Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 163 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 255 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Atrophy |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| detrimental effect | The target is wasting away from entropic forces, taking 10 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases spellcast speed by 29%. 8 Temporal Feast |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 75.56 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 80.91 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target has 9 increased saves and defense, and 4% increased critical chance. 3 Jinx |
| beneficial effect | Increases spell critical chance by 2%. At 5 stacks, next Nether spell is empowered. 1 Halo of Ruin |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target is regaining 16 life per turn and refreshing talents at twice the normal rate. Invigorate |
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 failed to protect the lost tinker from death by orc warrior. Escort: lost tinker (level 2 of Trollmire) | 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Earthvenom' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +1 Str / +2 Dex / +2 Wil / +3 Con Changes resistances: +9% nature Infravision radius: +1 A pair of boots made of leather. |
| Light source | Cracklewill the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Damage when hit (Melee): 12 lightning / 12 fire Changes resistances: +6% temporal / +7% cold / +7% fire / +1% physical Changes resistances penetration: +7% all Physical save: +20 (+7 eff.) Light radius: +5 Defense after a teleport: +11 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Belodestir the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Dex / +7 Mag / +14 Wil Changes resistances: +13% blight / +11% cold / +10% fire Changes damage: +16% blight / +15% arcane Mental save: +11 (+4 eff.) Mana each turn: +0.12 Vim when firing critical spell: +3.00 Spell crit. chance: +3% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash wand of conjuration 'Relgylach' [power 169] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Con Maximum stamina: +15.00 Healing mod.: +45% It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | BregirionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +20% blight / +5% arcane / +6% nature / +6% lightning Life regen: +0.70 Maximum life: +44.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | sneakthief's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +29% Life regen: +2.20 Rings can have magical properties. |
| Around waist | GluyannInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 temporal Changes stats: +3 Con / +4 Wil Changes resistances: +9% acid Mental save: +29 (+10 eff.) Maximum life: +169.00 Mindpower: +7 (+4 eff.) A belt that goes around your waist. |
| In main hand | Lisymissra (118% power, 4 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. Power: 119% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% darkness Talent granted: +1 Command Staff Poison immunity: +10% Pinning immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Adoldawyn (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +25% acid Changes damage: +12% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Kyyalin (0 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +7% blight / +3% light Changes damage: +6% arcane Life regen: +2.30 Only die when reaching: -80.00 life Maximum life: +49.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Brodydan the Murkstoker (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +15% blight / +6% darkness / +10% nature / +9% lightning Changes resistances penetration: +15% darkness Changes damage: +9% darkness Physical save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +1.60 Only die when reaching: -50.00 life Mental crit. chance: +5% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | YvoleminaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +2 Wil / +4 Cun / +9 Con Changes resistances: +11% mind Changes resistances penetration: +5% arcane Mental save: +6 (+2 eff.) Confusion immunity: +34% Life regen: +0.60 Stamina each turn: +0.50 Mindpower: +6 (+3 eff.) Light radius: +2 Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 59)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 59 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (403% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 403% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (480% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Boridunalin the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +13 Armour: +4 Changes stats: +2 Con Changes damage: +10% blight / +10% fire / +3% mind Critical mult.: +35.00% Teleport immunity: +50% Maximum stamina: +5.00 Spellpower: +10 (+3 eff.) It can be used to teleport you randomly (rad 46), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
SootsearInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +7% physical Changes damage: +3% darkness Talent mastery: +0.10 Demented / Nether Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +1.20 Amulets can have magical properties. |
starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +21% Amulets can have magical properties. |
Daimydodas the GlowlacePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+5 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +32% light Changes damage: +16% light Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +20.00 Light radius: +1 Rings can have magical properties. |
Hathelen the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Fatigue: -4% Changes stats: +2 Str / +2 Dex / +3 Wil / +3 Cun Changes resistances: +6% mind See invisible: +3 Rings can have magical properties. |
gold ring 'Voreldath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +15% nature Maximum encumbrance: +26 Spell save: +9 (+4 eff.) Silence immunity: +15% Stun/Freeze immunity: +25% Rings can have magical properties. |
psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
GloompowerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Cun / +4 Dex Changes resistances: +15% darkness Changes resistances penetration: +20% darkness Changes damage: +15% fire Mental crit. chance: +6% A belt that goes around your waist. |
rough leather belt 'Cholathalen'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 blight Changes stats: +4 Mag Changes resistances penetration: +5% arcane Changes damage: +12% arcane Maximum encumbrance: +23 Spellpower on spell critical (stacks up to 3 times): +6 A belt that goes around your waist. |
linen cloak 'Duvetir' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances penetration: +15% blight Changes damage: +3% mind Critical mult.: +15.00% Equilibrium when hit: +0.04 Maximum life: +33.00 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. |
linen cloak 'Kofast' (4 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Armour: +4 Defense: +4 (+4 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +2 Str / +3 Dex / +1 Mag / +2 Con Critical mult.: +3.00% Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gostir the rough leather gloves (9 def, 5 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +3% mind / +5% arcane Spell save: +12 (+6 eff.) Disarm immunity: +5% Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Blackclash' (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+5 eff.) Armour: +3 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +5 Str / +7 Con Changes resistances: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nista the Abyssblur (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 12 acid Changes resistances: +15% fire Changes resistances penetration: +25% fire Changes damage: +24% fire Life regen: +4.70 Maximum life: +30.00 Healing mod.: +15% A suit of armour made of leather. |
5 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. |
346 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. |
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 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +11% 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 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. |
5 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 EvilTimeLord the Cornac Cultist of Entropy level 8
6th Mirth 122nd year of Ascendancy at 06:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By EvilTimeLord the Cornac Cultist of Entropy level 24
58th Dusk 122nd year of Ascendancy at 18:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By EvilTimeLord the Cornac Cultist of Entropy level 10
2nd Flare 122nd year of Ascendancy at 21:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By EvilTimeLord the Cornac Cultist of Entropy level 20
50th Dusk 122nd year of Ascendancy at 08:02 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By EvilTimeLord the Cornac Cultist of Entropy level 19
44th Dusk 122nd year of Ascendancy at 01:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By EvilTimeLord the Cornac Cultist of Entropy level 11
4th Flare 122nd year of Ascendancy at 11:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By EvilTimeLord the Cornac Cultist of Entropy level 11
5th Flare 122nd year of Ascendancy at 22:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By EvilTimeLord the Cornac Cultist of Entropy level 23
54th Dusk 122nd year of Ascendancy at 16:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By EvilTimeLord the Cornac Cultist of Entropy level 17
30th Dusk 122nd year of Ascendancy at 17:01 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By EvilTimeLord the Cornac Cultist of Entropy level 22
54th Dusk 122nd year of Ascendancy at 01:59 see stats
Log
Elven cultist's Soul Rot hits EvilTimeLord for 0 blight damage.
Nihil from EvilTimeLord hits Golem (servant of Cyryvena the elven warrior) for 10 temporal damage.
Dark Whispers from EvilTimeLord hits Golem (servant of Cyryvena the elven warrior) for 15 darkness damage.
Prophecy of Ruin from EvilTimeLord hits EvilTimeLord for 13 healing, 15 healing, 14 healing, 6 healing, 3 healing, 6 healing, 3 healing (0 total damage) [59 healing].
Thunderstorm hits Hallucination for 44 lightning damage.
Sanity Warp hits Golem (servant of Cyryvena the elven warrior) for 27 darkness damage.
Something hits Hallucination for 237 lightning damage.
Something killed Hallucination!
Silawe the mean looking elven guard is back to normal.
Nihil from EvilTimeLord hits Golem (servant of Cyryvena the elven warrior) for 10 temporal damage.
Dark Whispers from EvilTimeLord hits Golem (servant of Cyryvena the elven warrior) for 15 darkness damage.
Prophecy of Ruin from EvilTimeLord hits EvilTimeLord for 4 healing, 3 healing (0 total damage) [7 healing].
Elven cultist casts Dark Portal.
EvilTimeLord is returned to normal time.
EvilTimeLord is free from the rotting disease.
--------------------------------
EvilTimeLord uses Infusion: Wild.
EvilTimeLord lessens the pain.
EvilTimeLord casts Spatial Distortion.
Select a teleport location...
EvilTimeLord's spell attains critical power!
Silawe the mean looking elven guard resists the warp!
EvilTimeLord is wasting away!
EvilTimeLord hits Something for 68 temporal, 39 darkness (108 total damage).
EvilTimeLord hits Silawe the mean looking elven guard for 69 temporal, 77 darkness (147 total damage).
EvilTimeLord hits Something for 67 temporal, 79 darkness (146 total damage).
Silawe the mean looking elven guard uses Ice Claw.
EvilTimeLord resists the mind attack!
Saving game...





























































































