












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.10This 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 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Auto-explore and Rest 1.5.5Quality 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. Embers of Rage 1.5.0Official Expansion!Better Item Description 1.5.10This 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 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 30 / 46% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 76 (base 56) |
| Dexterity | 17 (base 10) |
| Constitution | 20 (base 13) |
| Magic | 82 (base 60) |
| Willpower | 26 (base 10) |
| Cunning | 25 (base 13) |
Resources
| Life | 846/846 |
| Insanity | 0/100 |
| Steam | 100/100 |
| Healing Factor | 1.2189473684209 |
| Regeneration | 11.153368421051 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 11 |
| See Stealth | 29 |
| See Invisible | 32 |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 37 |
| Crit Chance | 20% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Lightning | +29% |
| Darkness | +41% |
| Mind | +14% |
| Blight | +33% |
| Arcane | +13% |
| Fire | +14% |
| All | +2% |
Offense: Damage Penetration
| Blight | +20% |
| Acid | +35% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 28.551211628464 (74.117647058824%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 27 |
| Physical Save | 27 |
| Spell Save | 44 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Lightning | + 42%( 70%) |
| Darkness | + 40%( 70%) |
| Cold | + 25%( 70%) |
| Blight | + 46%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 25%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 60% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 284 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 633 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 65. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of bone giant dust. * 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emeladalaith the Umbrastalker (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +15% darkness Res.pen +10% acid +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Obsidiantitan'0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +11 (+4 eff.) Dmg.mod +15% acid +9% darkness Res.pen +5% acid ----- def ----- Resists +6% blight +10% darkness Mind.save +8 (+4 eff.) ---------- misc Light +5 Infravis +4 See.Stealth +14 See.Invis +17 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 28 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shockbreak (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +12% blight +11% arcane +27% lightning Res.pen +20% blight Melee Ret 8 lightning 8 blight ----- def ----- Defense +2 (+2 eff.) Resists +6% blight ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +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. |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
| On fingers | Mayitira0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% mind ----- def ----- Armour +4 Resists +3% lightning Spell.save +10 (+4 eff.) Confus- +10% Stun/Frz- +20% Rings can have magical properties. |
| Around waist | balancing rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil +3 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +5% A belt that goes around your waist. |
| In main hand | Lavastreak (43.5-60.9 power, 5 apr) 3.0 T4 longsword 1H weapon [Rare] Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 fire On Hit.r1 +8 fire On Hit: * splashes acid on your target dealing 30 damage and reducing their armor While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% acid Melee Ret 8 acid ----- def ----- Resists +6% acid Sharp, long, and deadly. |
| On hands | blighted rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +6% blight Disarm- +80% ---------- misc Talents +3 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) 17.0 T3 massive armor [Ego++] Nature While equipped: Stats +3 Str +3 Wil +1 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Resists +7% acid +10% physical +16% darkness +15% blight +7% cold +7% lightning +7% fire HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Disarm- +21% Stun/Frz- +24% Knockbk- +25% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | murderer's linen cloak of sorcery (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun dps ---------- Spell.crit +5% Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Arylrana'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +2 Dex +2 Mag +5 Wil ----- def ----- Heal.mod +14% Cut- +50% 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 182 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 136% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 112% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 119% / cooldown 80%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 80%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (666% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 666% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+9 for 10 turns, die at -511)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -511 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's gold amulet of magic (+5)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.30 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
solipsist's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings can have magical properties. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Flashblack (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +6% fire +6% darkness Res.pen +25% fire ----- def ----- Resists +12% blight +6% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather cap 'Tularan' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness Mind.save +6 (+3 eff.) Heal/summ +40 A cap made of leather. |
insulating hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% fire +7% cold A cap made of leather. |
12 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
8 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful pain suppressor salve [power 165] powerful pain suppressor salve [power 165]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -165 life and reduces all damage by 16% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 264] amazing healing salve [power 264]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 264 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bokorek the Greenzeal (dig speed 32 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +6 Cun +2 Str dps ---------- Mind.crit +2% Dmg.mod +17% nature ----- def ----- Resists +18% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)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. |
Mayemira the ash wand of firewall [power 117] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +15% physical ----- def ----- HP.reg +0.40 ---------- misc Stam/turn +0.20 Max.stam +5.00 Max.vim +6.00 Creates a wall of flames lasting 4 turns (dealing 133 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sheer Madness the Ogre Writhing One level 27
14th Pyre 123rd year of Ascendancy at 06:55 see stats
Against all odds
Killed Ukruk in the ambush.By Sheer Madness the Ogre Writhing One level 27
12nd Pyre 123rd year of Ascendancy at 00:02 see stats
Brave new world
Went to the Far East and took part in the war.By Sheer Madness the Ogre Writhing One level 30
53rd Pyre 123rd year of Ascendancy at 23:36 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sheer Madness the Ogre Writhing One level 24
7th Pyre 123rd year of Ascendancy at 11:06 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Sheer Madness the Ogre Writhing One level 16
45th Haze 122nd year of Ascendancy at 04:01 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sheer Madness the Ogre Writhing One level 15
44th Dusk 122nd year of Ascendancy at 18:42 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sheer Madness the Ogre Writhing One level 29
50th Pyre 123rd year of Ascendancy at 18:32 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Sheer Madness the Ogre Writhing One level 23
72nd Regrowth 123rd year of Ascendancy at 05:56 see stats
Exterminator
Killed 1000 creatures.By Sheer Madness the Ogre Writhing One level 16
54th Haze 122nd year of Ascendancy at 08:47 see stats
Guiding Hand
Saved all escorted adventurers.By Sheer Madness the Ogre Writhing One level 28
46th Pyre 123rd year of Ascendancy at 15:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sheer Madness the Ogre Writhing One level 22
36th Regrowth 123rd year of Ascendancy at 16:05 see stats
Level 10
Got a character to level 10.By Sheer Madness the Ogre Writhing One level 10
7th Flare 122nd year of Ascendancy at 21:40 see stats
Level 20
Got a character to level 20.By Sheer Madness the Ogre Writhing One level 20
7th Regrowth 123rd year of Ascendancy at 02:35 see stats
Level 30
Got a character to level 30.By Sheer Madness the Ogre Writhing One level 30
50th Pyre 123rd year of Ascendancy at 21:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sheer Madness the Ogre Writhing One level 15
35th Haze 122nd year of Ascendancy at 02:41 see stats
Size matters
Did over 600 damage in one attack.By Sheer Madness the Ogre Writhing One level 23
70th Regrowth 123rd year of Ascendancy at 19:52 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sheer Madness the Ogre Writhing One level 29
50th Pyre 123rd year of Ascendancy at 21:30 see stats
The Arena
Unlocked Arena mode.By Sheer Madness the Ogre Writhing One level 9
3rd Flare 122nd year of Ascendancy at 01:24 see stats
The secret city
Discovered the truth about mages.By Sheer Madness the Ogre Writhing One level 6
4th Mirth 122nd year of Ascendancy at 04:49 see stats
They Came From Outer Space!
Discovered the true origin of dwarves and drems.By Sheer Madness the Ogre Writhing One level 28
31st Pyre 123rd year of Ascendancy at 10:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sheer Madness the Ogre Writhing One level 30
52nd Pyre 123rd year of Ascendancy at 05:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sheer Madness the Ogre Writhing One level 15
43rd Haze 122nd year of Ascendancy at 22:08 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sheer Madness the Ogre Writhing One level 26
11st Pyre 123rd year of Ascendancy at 07:22 see stats
Log
Saving done.
Personal New Achievement: Brave new world!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)
Today is the 54th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Bought: heroism infusion of the titan (+9 for 10 turns, die at -511) for 218.83 gold.
Ran for 3 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Connection to online server lost, trying to reconnect.
Connection to online server established.
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
Ran for 3 turns (stop reason: didn't move).
Lore found: Jaw of Rogroth
You can read all your collected lore in the game menu, by pressing Escape.
Worm that walks (servant of Sheer Madness) deactivates Infestation.
Worm that walks (servant of Sheer Madness) deactivates Worm that Walks Link.
Worm that walks (servant of Sheer Madness) deactivates Ruin.
Sheer Madness deactivates Chaos Orbs.














































































































