










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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!Items Vault 1.7.6Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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. 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 | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 19 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 19 on the 31st Haze 122nd year of Ascendancy at 03:10 / 2Killed by rogue at level 19 on the 31st Haze 122nd year of Ascendancy at 03:13 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 43 (base 36) |
| Magic | 62 (base 47) |
| Willpower | 20 (base 10) |
| Cunning | 23 (base 13) |
Resources
| Life | -4/429 |
| Mana | 258/258 |
| Insanity | 87/100 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 7.7485891030842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 13 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 8 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +3% |
| Temporal | +4% |
| Blight | +10% |
| Darkness | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 22.213075449774 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 21%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 12% |
| Knockback Resistance | 40% |
| Pinning Resistance | 10% |
| Poison Resistance | 10% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| 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 271 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Twofold Curse |
| talent | Revelation |
| talent | Grand Oration |
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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
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 improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within5 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. | active |
Equipment
| On feet | Aralranne (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spellpower +20 (+6 eff.) defense ------ Armor +3 Resistance +1% physical +6% darkness +3% temporal Poison Resist +10% other ------- Infravision +2 A pair of boots made of leather. |
| Light source | watchleader's brass lantern of clarity2.0 Encumbrance T1 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) Blind Resist +21% Confus Resist +12% other ------- Light +7 See Stealth +13 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. 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 | linen wizard hat 'Chyyandil' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +3% Critical power +5.00% Spellpower +3 (+1 eff.) Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +6% nature +9% temporal Pinning Resist +10% other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | Mardykalthodil the Glimmerpierce [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Damage +3% light defense ------ Resistance +6% light Crit Resistance 5.00% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Kor's Fall (100% power, 0 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 2/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 155.61 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (311). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | temporal rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 5 temporal On-Ranged-Hit 5 temporal Damage +4% temporal defense ------ Armor +1 Resistance +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +3 defense ------ Resistance +9% all Silence Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of sorcery (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +4% defense ------ Defense +7 (+3 eff.) Physical save +5 (+2 eff.) Disease Resist +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
| Around neck | Mayoretha0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Defense +20 (+10 eff.) Fatigue -5% Resistance +5% arcane Life Regen +6.00 Blind Resist +20% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
Glintsin the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% light +6% fire Ignore resists +15% light defense ------ Resistance +6% light +3% cold other ------- Light +2 Masteries +0.12 Demented/Calamity Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Neradanne (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness +12% mind defense ------ Defense +5 (+2 eff.) Resistance +6% mind other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 111.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Nimbusonslaught the elm starstaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +9% lightning +10% darkness Ignore resists +5% darkness +10% fire When Hit 4 darkness 2 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 82.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of illumination (129% power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) Damage +25% fire defense ------ Defense +7 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 82.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Kindlewreath the steel greatmaul (144% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 144% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +16 blight +12 fire While equipped: Stats +2 Cun offense ------ Spellpower/crit +6 Damage +9% blight defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed mauls. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Flashward (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Ignore resists +10% blight defense ------ Resistance +3% blight +9% lightning +7% all Spell save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poruvena the Hazewaker1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +3% cold defense ------ Mind save +12 (+6 eff.) Life +30.00 other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Defense +6 (+3 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Loamtaint (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +9% temporal +3% light +3% nature +5% arcane A pair of boots made of leather. |
pair of rough leather boots 'Barkbrawn' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +1 Resistance +9% nature +3% cold Life +60.00 Life Regen +2.00 Poison Resist +10% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Cloudworth' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str offense ------ Mindpower +10 (+5 eff.) When Hit 8 lightning defense ------ Armor +1 Resistance +10% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots 'Shockdeath' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Damage +6% lightning +6% arcane +3% light When Hit 2 arcane 2 lightning defense ------ Armor +1 Resistance +9% light A pair of boots made of leather. |
linen wizard hat 'Shadeidol' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Defense +1 (+0 eff.) Resistance +6% fire +6% mind +6% cold A pointy cloth hat, very wizardly... |
Balyroddadig (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Con offense ------ Damage +3% acid defense ------ Defense +1 (+0 eff.) Resistance +1% physical Physical save +12 (+6 eff.) Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Murkhunter (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +14% darkness Ignore resists +5% cold When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Defense +1 (+0 eff.) Resistance +16% darkness +3% light other ------- Light +1 A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
8 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
5 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. |
268 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 lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- 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. |
Ce'Nyrelebeth the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +6 Dex offense ------ Critical power +10.00% Spellpower/crit +10 Damage +8% darkness When Hit 4 arcane 4 blight defense ------ Resistance +11% light Affinity +5% darkness other ------- Max vim +20.00 Light +4 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 165.64 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
sapper's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+4 eff.) other ------- Infravision +3 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
elm wand of lightning storm 'Salyna' [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Armor +2 Resistance +6% mind Life Regen +2.00 Healmod +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DeadCultist213 the Cornac Cultist of Entropy level 10
52nd Dusk 122nd year of Ascendancy at 14:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DeadCultist213 the Cornac Cultist of Entropy level 10
23rd Dusk 122nd year of Ascendancy at 12:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DeadCultist213 the Cornac Cultist of Entropy level 6
7th Dusk 122nd year of Ascendancy at 08:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By DeadCultist213 the Cornac Cultist of Entropy level 5
78th Pyre 122nd year of Ascendancy at 00:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DeadCultist213 the Cornac Cultist of Entropy level 16
76th Dusk 122nd year of Ascendancy at 05:35 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By DeadCultist213 the Cornac Cultist of Entropy level 19
31st Haze 122nd year of Ascendancy at 03:10 see stats
Log
DeadCultist213 is no longer poisoned.
DeadCultist213 is cured!
DeadCultist213 lessens the pain.
DeadCultist213 casts Dark Whispers.
Thief is haunted by the void!
Rogue is haunted by the void!
Rogue is haunted by the void!
Bandit is haunted by the void!
Rogue performs a melee critical strike against DeadCultist213!
DeadCultist213 loses 8 health to the entropy.
Dark Whispers from DeadCultist213 hits Thief for 27 darkness damage.
Dark Whispers from DeadCultist213 hits Rogue for 20 darkness damage.
Rogue hits DeadCultist213 for 49 physical, 10 cold, 13 physical (72 total damage).
Rogue performs a melee critical strike against DeadCultist213!
Rogue hits DeadCultist213 for 42 physical, 13 physical, 4 light, 3 darkness (62 total damage).
Thief performs a melee critical strike against DeadCultist213!
Thief performs a melee critical strike against DeadCultist213!
DeadCultist213 is poisoned!
Thief hits DeadCultist213 for 44 physical, 3 nature, 21 physical (69 total damage).
Dark Whispers from DeadCultist213 hits Bandit for 30 darkness damage.
Dark Whispers from DeadCultist213 hits Rogue for 16 darkness damage.
Nihil from DeadCultist213 hits Rogue for 4 temporal damage.
DeadCultist213 casts Cacophony.
Rogue's mind is shattered by the void!
Rogue shrugs off DeadCultist213's 'Cacophony'!
Thief's mind is shattered by the void!
Rogue performs a melee critical strike against DeadCultist213!
Rogue hits DeadCultist213 for 45 physical, 10 cold (55 total damage).
DeadCultist213 the level 19 cornac cultist of entropy was iced to death by a rogue on level 1 of Unknown tunnels.















































































