










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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.
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! 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:
CN Showing Items Tier in Inventory 1.7.4This 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 14 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Neribeth the chitinous spider at level 14 on the 58th Haze 122nd year of Ascendancy at 12:18 4 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 16 (base 14) |
| Magic | 56 (base 40) |
| Willpower | 22 (base 10) |
| Cunning | 32 (base 27) |
Resources
| Life | 292/292 |
| Insanity | 100/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 18 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Darkness | +26% |
| Cold | +12% |
| Lightning | +11% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Blight | +10% |
| Fire | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16.11921327992 (35.65183292883%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 29 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Darkness | + 27%( 70%) |
| Cold | + 27%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 19%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 42% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 72 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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 / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grand Oration |
| talent | Twofold Curse |
| beneficial effect | Increases defense by 8. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +22% Stun Resist +21% other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 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. |
| On head | Satyrnaught the linen wizard hat (1 def, 0 armour) =16lightning=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +10% nature +5% fire On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +3% fire A pointy cloth hat, very wizardly... |
| Tool | iron torque of psionic shield 'Emelygawe' [power 27] (25 cooldown) =+5str+1con=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +5 Str +1 Con offense ------ Critical power +5.00% other ------- Stamina/turn +1.00 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Emeluwe'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Wil offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Ignore resists +10% blight +5% mind Accuracy +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Betuth'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil offense ------ Physical Power +15 (+7 eff.) Damage +3% acid Against +16% Summoned Ignore Armor +1 defense ------ Resist Against +17% Summoned Physical save +9 (+4 eff.) A belt that goes around your waist. |
| In main hand | infernal ash vilestaff of fate (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +15.00% Spellpower +11 (+3 eff.) On-Hit 17 fire Damage +15% darkness defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Vorerin the Dimmire (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% cold When Hit 2 darkness defense ------ Resistance +9% acid +18% cold +7% all Unlife -60.00 life Confus Resist +20% Teleport Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Hettidur the Rainrune (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Critical power +10.00% defense ------ Defense +6 (+3 eff.) Resistance +3% cold Life +32.00 other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Uluyon0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex offense ------ Damage +6% acid When Hit 6 acid Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 454%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 11; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 17; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
shielding rune (absorb 71; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 71 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Stormwoe the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% lightning Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +6% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
copper ring 'Strikebait' =+1dex=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% Damage +11% acid +6% physical When Hit 10 lightning defense ------ Resistance +22% acid Rings make your fingers look great! |
copper ring of lightning (+22%) =22lgthn reist=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
mighty elm longbow of cold =+3str=4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 cold While equipped: Stats +3 Str offense ------ Physical Power +11 (+5 eff.) Damage +15% cold Longbows are used to shoot arrows at your foes. |
iron mace 'Glimmerbender' (105% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: defense ------ Resistance +3% acid +3% cold +6% nature +3% light Mind save +6 (+3 eff.) Confus Resist +10% Blunt and deadly. |
Dagaletar =+2con=4.0 Encumbrance T1 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Projectile Speed +100% On-crit, radius 2 +8 physical While equipped: Stats +2 Con defense ------ Resistance +2% physical Disarm Resist +10% other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Lorydan' (1 def, 8 armour) =+1str=2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Physical Power +15 (+7 eff.) defense ------ Armor +8 Defense +1 (+0 eff.) Life +31.00 other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Nachak' (1 def, 0 armour) =+2con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Con defense ------ Defense +1 (+0 eff.) Resistance +6% light +3% cold Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellmoon the linen robe (0 def, 0 armour) =16%lgtng resist=2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +11% lightning +9% fire Ignore resists +15% acid Accuracy +5 (+3 eff.) defense ------ Resistance +16% lightning +7% all 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. |
Xerussra the Noondare (0 def, 1 armour) =+2dex=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex offense ------ When Hit 2 light defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- See Invisibility +15 A pair of boots made of leather. |
pair of iron boots 'Unlightspike' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Damage +9% darkness When Hit 2 darkness defense ------ Armor +3 Fatigue +2% Resistance +9% lightning +6% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningtorrent (0 def, 1 armour) =+1con=1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) On-Hit 5 light Damage +3% light +6% physical defense ------ Armor +1 Fatigue +1% Resistance +6% light +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves of strength (+3) (0 def, 1 armour) =+3str=1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold 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. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +1 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. |
Aerymitha the linen wizard hat (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +1% physical Mind save +6 (+3 eff.) Unlife -40.00 life Stun Resist +10% A pointy cloth hat, very wizardly... |
Lightningtickler (0 def, 1 armour) =+3con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +5% lightning +10% acid defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +9% acid A cap made of leather. |
Zubobrebeth the Dimbearer (5 def, 1 armour) =+8dex=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +8 Dex offense ------ Damage +3% darkness Accuracy +5 (+3 eff.) When Hit 2 darkness When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% other ------- See Invisibility +3 A cap made of leather. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ivalle' (0 def, 1 armour) =+6str=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Cun +6 Str defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +3 A cap made of leather. |
Mayevea the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +3 Mag +1 Con offense ------ Ignore resists +15% mind When Hit 6 mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +20.00 A suit of armour made of leather. |
2 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. |
105 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. |
Cinderrip the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +5% fire defense ------ Resistance +9% blight +13% nature +3% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 102.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Stormsquall the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +6% lightning Ignore resists +5% mind other ------- Hate-on-crit +1.00 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Lustreglamour the iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% blight +9% temporal other ------- Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 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. |
2 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. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Insanely Unhinged the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 03:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Insanely Unhinged the Doomelf Cultist of Entropy level 10
12nd Haze 122nd year of Ascendancy at 22:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Insanely Unhinged the Doomelf Cultist of Entropy level 10
13rd Haze 122nd year of Ascendancy at 22:06 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Insanely Unhinged the Doomelf Cultist of Entropy level 13
38th Haze 122nd year of Ascendancy at 10:04 see stats
Log
Talent Black Monolith is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Prophecy of Ruin is ready to use.
A void star appears around Insanely Unhinged.
Rested for 30 turns (stop reason: hostile spotted to the north (Neribeth the chitinous spider)).
Insanely Unhinged casts Rune: Shielding.
A shield forms around Insanely Unhinged.
Insanely Unhinged uses Infusion: Movement.
Insanely Unhinged is moving at extreme speed!
Neribeth the chitinous spider casts Abduction.
Insanely Unhinged's void star absorbs the damage from Neribeth the chitinous spider, converting it into entropy!
Insanely Unhinged is wasting away!
Neribeth the chitinous spider is wreathed in entropy.
Insanely Unhinged is on fire!
Insanely Unhinged's void star absorbs the damage from Neribeth the chitinous spider, converting it into entropy!
Your shield crumbles under the damage!
The shield around Insanely Unhinged crumbles.
Neribeth the chitinous spider hits Insanely Unhinged for (8 to entropy), (48 absorbed), 0 physical, (3 absorbed), 0 mind, (5 absorbed), 0 fire, (15 to entropy), (44 absorbed), 42 physical (42 total damage).
Melee retaliation hits Neribeth the chitinous spider for 6 acid, 2 darkness, 6 acid, 2 darkness (16 total damage).
Insanely Unhinged the level 14 doomelf cultist of entropy was shattered to death by Neribeth the chitinous spider on level 3 of Scintillating Caves.
You have 4 life(s) left.
Insanely Unhinged deactivates Twofold Curse.
Insanely Unhinged deactivates Grand Oration.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Neribeth the chitinous spider killed Insanely Unhinged!
Saving game...
Saving done.



















































































