











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 19 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Betarenor the green jelly at level 19 on the 8th Dearth 122nd year of Ascendancy at 07:01 / 2Killed by Ce'Niriathra the copperhead snake at level 19 on the 8th Dearth 122nd year of Ascendancy at 07:05 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 13) |
| Magic | 50 (base 47) |
| Willpower | 9 (base 10) |
| Cunning | 35 (base 33) |
Resources
| Life | -273/543 |
| Mana | 135/203 |
| Insanity | 99/100 |
| Healing Factor | 1.404804467222 |
| Regeneration | 4.284653625027 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 31 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Lightning | +15% |
| Acid | +14% |
| Cold | +3% |
| Blight | +6% |
| Arcane | +9% |
| Fire | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.413408721348 (65.897138898113%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 20 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 20%( 70%) |
| Physical | + 10%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 13%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 41% |
| Bleed Resistance | 40% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Cinderwake' (20 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +20 (+9 eff.) Resists +3% mind +12% fire Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.40 Equi/ret +0.04 Max.stam +12.00 A pair of boots made of leather. |
| Light source | Hanamarab2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Crit.chn- 10.00% Phys.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +10% Stun/Frz- +20% ---------- misc Light +5 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 | Baroyon the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal Crit.chn- 5.00% Die.at -60.00 life ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force [power 105] (8/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyrura the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid Acc +5 (+2 eff.) Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +25% acid Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% blight Acc +16 (+8 eff.) Apr +15 ----- def ----- Defense +16 (+7 eff.) ---------- misc Hate/m.crit +3.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Kidil =3con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +2 Resists +1% physical Die.at -60.00 life Max.HP +31.00 ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
| In main hand | Hathayahor the Windslice (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% lightning +9% arcane ----- def ----- Resists +3% nature +5% arcane HP.reg +0.80 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold 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 | iron mail armour of delving (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | Cinderwire (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% nature +9% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +40% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 141; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 141; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 209; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+3 eff.) Apr +12 Amulets make your neck look great! |
starlit steel amulet of strength (+2) =2str=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% light +13% darkness Blind- +23% Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
savage's copper ring =2con=0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Harolar the rough leather sling =3str=4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Crit.r2 +8 mind While equipped: Stats +3 Str +4 Cun +1 Con dps ---------- Res.pen +6% physical ----- def ----- Crit.chn- 15.00% Slings are used to hurl stones or metal shots at your foes. |
Siliseda the Icemonster (100% power, 2 apr, blight element) =8con=5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +8 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+3 eff.) Dmg.mod +10% blight Res.pen +10% cold ----- def ----- Crit.chn- 5.00% HP.reg +0.70 Heal.mod +10% ---------- misc Hate/m.crit +1.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm magestaff (100% power, 2 apr, fire element)5.0 T1 staff 1H weapon [Ego] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hailpain the linen cloak (1 def, 0 armour) =10str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +10 Str +1 Con dps ---------- Dmg.mod +3% acid +6% cold Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 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 Iron Throne (1 def, 0 armour) =2con=2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerawen the pair of rough leather boots (0 def, 1 armour) =2con3light=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Melee Ret 6 mind ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Light +3 A pair of boots made of leather. |
pair of rough leather boots 'Uraleg' (0 def, 1 armour) =4dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +6 Lck dps ---------- Mind.crit +6% Res.pen +5% mind ----- def ----- Armour +1 Stealth +6 ---------- misc Max.hate +2.00 Max.psi +20.00 A pair of boots made of leather. |
stone warden's dwarven-steel gauntlets (0 def, 9 armour) =5con=1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +9 Hardiness +6% Fatigue +3% Resists +4% physical 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. |
Belidar the rough leather cap (0 def, 2 armour) =6con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Con ----- def ----- Armour +2 Fatigue +1% Resists +9% mind ---------- misc Light +1 Infravis +2 A cap made of leather. |
Filthpython the rough leather cap (0 def, 1 armour) =3str=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Spell.crit +3% Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.vim +10.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour) =3con=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour 'Tylerig' (3 def, 2 armour) =5con=9.0 T1 light armor [Rare] Master While equipped: Stats +3 Mag +1 Wil +5 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% lightning Crit.chn- 10.00% A suit of armour made of leather. |
182 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Woespire (dig speed 27 turns) =3str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Apr +6 On Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% lightning +3% darkness While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) =1str=3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cinderobsidian the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Defense +5 (+3 eff.) Resists +12% fire Disease- +20% ---------- misc Light +6 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. |
Glarebright =1str41hp=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Con dps ---------- Res.pen +5% light ----- def ----- Resists +9% light Max.HP +41.00 ---------- misc Light +3 See.Invis +6 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern 'Adaralle' =8con=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Mag +8 Con ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing elm totem of stinging [power 116] (8/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
extending elm wand of shielding [power 116] (8/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Insane In The Drembrain the Drem Writhing One level 8
2nd Acquisition 122nd year of Ascendancy at 00:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Insane In The Drembrain the Drem Writhing One level 10
14th Profit 122nd year of Ascendancy at 12:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Insane In The Drembrain the Drem Writhing One level 12
19th Profit 122nd year of Ascendancy at 04:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Insane In The Drembrain the Drem Writhing One level 6
20th Voratun 122nd year of Ascendancy at 08:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Insane In The Drembrain the Drem Writhing One level 9
10th Profit 122nd year of Ascendancy at 19:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Insane In The Drembrain the Drem Writhing One level 18
21st Wealth 122nd year of Ascendancy at 13:21 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Insane In The Drembrain the Drem Writhing One level 19
8th Dearth 122nd year of Ascendancy at 07:01 see stats
Log
Insane In The Drembrain has been dominated!
Thief hits Insane In The Drembrain for (19 absorbed), 0 physical, (4 absorbed), 0 fire (0 total damage).
Melee retaliation hits Thief for 3 physical damage.
Melee retaliation hits Betarenor the green jelly for 3 physical damage.
Insane In The Drembrain hits Betarenor the green jelly for 63 darkness, 3 cold (66 total damage).
Insane In The Drembrain hits Ce'Niriathra the copperhead snake for 48 darkness, 4 cold (52 total damage).
Betarenor the green jelly hits Insane In The Drembrain for (74 absorbed), 0 nature, (7 absorbed), 0 nature, (7 absorbed), 0 nature (0 total damage).
Melee retaliation hits Insane In The Drembrain for (1 absorbed), 0 acid, (3 absorbed), 0 arcane (0 total damage).
Talent Decayed Devourers is ready to use.
Deadly Poison from Thief hits Insane In The Drembrain for (18 absorbed), 0 nature (0 total damage).
Ce'Niriathra the copperhead snake uses Telekinetic Smash.
Ce'Niriathra the copperhead snake performs a melee critical strike against Insane In The Drembrain!
Ce'Niriathra the copperhead snake starts to bleed black blood.
Your shield crumbles under the damage!
The shield around Insane In The Drembrain crumbles.
Ce'Niriathra the copperhead snake performs a melee critical strike against Insane In The Drembrain!
Insane In The Drembrain starts to bleed.
Ce'Niriathra the copperhead snake performs a melee critical strike against Insane In The Drembrain!
Insane In The Drembrain is stunned!
Melee retaliation hits Ce'Niriathra the copperhead snake for (1 to psi shield), 1 physical, (1 to psi shield), 1 physical, (1 to psi shield), 1 physical (3 total damage).
Ce'Niriathra the copperhead snake hits Insane In The Drembrain for (84 absorbed), 0 physical, (9 absorbed), 0 arcane, (4 absorbed), 0 acid, (6 absorbed), 1 physical, 16 physical, 38 physical, 4 acid, 6 physical, 16 physical, 151 physical, 17 arcane, 4 acid, 6 physical, 16 physical (273 total damage).
Betarenor the green jelly stops bleeding black blood.
Ce'Niriathra the copperhead snake's Beyond the Flesh performs a melee critical strike against Insane In The Drembrain!
Melee retaliation hits Ce'Niriathra the copperhead snake for (0 to psi shield), 0 physical (0 total damage).
Black Blood Bleeding from Insane In The Drembrain hits Thief for 12 darkness damage.
Black Blood Bleeding from Insane In The Drembrain hits Ce'Niriathra the copperhead snake for 4 darkness damage.
Black Blood Bleeding from Insane In The Drembrain hits Polaganor the wolf for 6 darkness damage.
Betarenor the green jelly receives 23 healing from Unnatural Body.
Ce'Niriathra the copperhead snake's Beyond the Flesh hits Insane In The Drembrain for 108 physical damage.
Insane In The Drembrain the level 19 drem writhing one was hacked apart to death by Ce'Niriathra the copperhead snake on level 1 of The Maze.




















































































