









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.7.0Adds a collection of my races. Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. 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: 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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Adventure |
| Sex | Male |
| Race | Forsaken |
| Class | Cursed |
| Level / Exp | 18 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nynne the boney experiment at level 1 on the 74th Pyre 122nd year of Ascendancy at 14:10 2 / 3Killed by Layibeth the elven warrior at level 12 on the 9th Haze 122nd year of Ascendancy at 04:05 Killed by Layulaith the skeleton archer at level 18 on the 26th Haze 122nd year of Ascendancy at 13:34 |
Primary Stats
| Strength | 58 (base 46) |
| Dexterity | 20 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 43 (base 30) |
| Cunning | 50 (base 34) |
Resources
| Life | 481/481 |
| Mana | 367/367 |
| Hate | 106/106 |
| Healing Factor | 1.5491723257555 |
| Regeneration | 24.864215828376 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666665% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| Stealth | 23 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 26 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 26 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +9% |
| Light | +10% |
| Lightning | +10% |
| Cold | +10% |
| Arcane | +9% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +3% |
| Physical | +3% |
| Acid | +10% |
| Mind | +23% |
| Arcane | +10% |
| Fire | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 3 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 12%( 73%) |
| Blight | + 17%( 73%) |
| Arcane | + 5%( 73%) |
| Cold | + 10%( 73%) |
| All | 0%( 73%) |
| Physical | + 10%( 73%) |
| Lightning | + 19%( 73%) |
| Light | + 33%( 73%) |
| Temporal | + 3%( 73%) |
| Mind | -3%( 73%) |
| Darkness | + 18%( 73%) |
| Fire | + 6%( 73%) |
| Nature | + 10%( 73%) |
Defense: Immunities
| Pinning Resistance | 27% |
| Bleed Resistance | 100% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Teleport Resistance | 10% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cursed / Gloom | 1.70 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Forsaken | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * '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.' | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Brenorain (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +20% mind Melee Ret 2 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (Madness) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.96 to 131.87 lightning damage (87.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Aryriann the rough leather gloves (Madness) (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Crit.chn- 15.00% Spell.save +9 (+5 eff.) ---------- misc Vim/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Salowen the Bilearc (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 57% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elenireldir the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% lightning Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
| On fingers | copper ring 'Phlegmcast'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 7 physical Dmg.mod +9% arcane Res.pen +20% nature Melee Ret 2 nature On Hit (Melee): * 11% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ----- def ----- Die.at -40.00 life ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | Betunne (Misfortune) (125% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +12 acid While equipped: Stats +3 Str +4 Dex +3 Mag +4 Wil +5 Cun +3 Con dps ---------- Melee Ret 2 acid ----- def ----- Resists +6% acid Curse of Misfortune One-handed war axes. |
| Around waist | Searmaster the rough leather belt (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning Crit.chn- 10.00% Phys.save +6 (+3 eff.) Max.HP +32.00 HP.reg +4.00 Cut- +10% Pinning- +10% Curse of Corpses A belt that goes around your waist. |
| In off hand | Elewe (Misfortune) (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +4 temporal On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +6% acid +3% light +9% mind Teleport- +10% Curse of Misfortune Sharp, short and deadly. |
| Cloak | Haledudar (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane +5% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +11% blight +3% temporal +10% nature +5% arcane HP.reg +2.00 Heal.mod +11% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Galeparry' (Madness) (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid +5% fire ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +32.00 HP.reg +3.80 Heal.mod +11% Curse of Madness A suit of armour made of leather. |
Inventory
shatter afflictions rune (absorb 22; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 22 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper ring 'Flashreaper'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight +12% cold ----- def ----- Resists +11% blight +6% lightning Rings make your fingers look great! |
mule's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+8 eff.) Fatigue -4% ---------- misc Max.enc +20 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
iron battleaxe (Corpses) (112% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 112% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe (Madness) (104% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 105% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
steel battleaxe of massacre (Madness) (140% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 141% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
flaming iron longsword of vileness (Misfortune) (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit.r1 +6 fire On Hit: * 6% chance to reduce strength, dexterity, and constitution by 11 Curse of Misfortune Sharp, long, and deadly. |
Brandquell (Madness) (117% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Hit.r1 +8 fire On Crit.r2 +12 fire On Hit: * 20% chance to reduce all saves and defense by 30 While equipped: dps ---------- Dmg.mod +6% lightning Curse of Madness One-handed war axes. |
Unerring Scalpel (Misfortune) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
flaming iron dagger of phasing (Misfortune) (100% power, 12 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Curse of Misfortune Sharp, short and deadly. |
Stormswift (Shrouds)4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +4 lightning On Crit.r2 +26 acid +26 nature While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Crit.mult +15.00% Spell.pwr +5 (+3 eff.) Res.pen +12% acid +17% nature Apr +11 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Flashstinger the steel mail armour (Nightmares) (12 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Con dps ---------- Melee Ret 8 lightning ----- def ----- Armour +6 Defense +12 (+10 eff.) Fatigue +12% Resists +19% lightning Curse of Nightmares A suit of armour made of mail. |
steel plate armour of spell shielding (Shrouds) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +5% arcane Spell.save +11 (+6 eff.) Curse of Shrouds A suit of armour made of metal plates. |
Hellswyrd the rough leather belt (Misfortune)1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Res.pen +10% fire ----- def ----- Resists +5% arcane +3% temporal Phys.save +6 (+3 eff.) Die.at -60.00 life Stun/Frz- +10% Curse of Misfortune A belt that goes around your waist. |
rough leather belt 'Moldvalor' (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Res.pen +5% nature Melee Ret 4 physical ----- def ----- Phys.save +6 (+3 eff.) Die.at -20.00 life Curse of Nightmares A belt that goes around your waist. |
rough leather belt of transcendence (Shrouds)1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
Naturewind the linen cloak (Shrouds) (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Defense +6 (+6 eff.) Resists +12% lightning +6% darkness Crit.chn- 5.00% Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +5% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Erehir the Blindclash (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Mag +3 Cun +5 Con dps ---------- Res.pen +20% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +2 Curse of Misfortune Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hyralen (Madness) (10 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Armour +1 Defense +10 (+9 eff.) Fatigue +1% Resists +9% acid +6% cold +6% darkness +1% physical ---------- misc Breathe water Curse of Madness A cap made of leather. |
iron helm (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nivea the Abysstrial2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% fire ----- def ----- Resists +6% blight Disarm- +20% ---------- misc Max.stam +10.00 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. |
Eremuthad the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Melee Ret 10 physical ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +2.00 Light +6 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Woecast the elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Resists +3% light +9% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ulfyhor the Forsaken Cursed level 10
1st Haze 122nd year of Ascendancy at 09:43 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ulfyhor the Forsaken Cursed level 16
20th Haze 122nd year of Ascendancy at 01:56 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ulfyhor the Forsaken Cursed level 12
4th Haze 122nd year of Ascendancy at 05:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ulfyhor the Forsaken Cursed level 5
19th Dusk 122nd year of Ascendancy at 13:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ulfyhor the Forsaken Cursed level 12
9th Haze 122nd year of Ascendancy at 22:57 see stats
Log
Melee retaliation hits Layulaith the skeleton archer for 2 acid, 2 nature, 2 arcane, 2 acid, 0 nature, 2 arcane, 2 acid, 2 nature, 2 arcane (18 total damage).
Tempest of Metal hits Ulfyhor for 32 physical, 3 lightning, 28 fire, 6 nature, 11 physical, 3 lightning, 28 fire, 6 nature (120 total damage).
Layulaith the skeleton archer hits Ulfyhor for (35 rampage shugs off), 223 physical, 3 lightning, 28 fire, 6 nature (261 total damage).
Layulaith the skeleton archer notices you at the last moment!
Layulaith the skeleton archer is being stalked by Ulfyhor!
Ulfyhor hits Cutpurse for 10 light, 8 acid, 10 light, 2 temporal (29 total damage).
Ulfyhor hits Layulaith the skeleton archer for 0 physical, 5 acid, 10 light, 3 physical, 0 arcane, 4 fire, 0 acid, 14 physical, 5 temporal, 10 light, 3 physical, 0 arcane, 4 fire, 2 temporal (60 total damage).
Ulfyhor has shrugged off 35 damage and is ready for more.
Cutpurse moves reluctantly!
Cutpurse is weakened by the gloom.
Mindrot hits Cutpurse for 3 mind, 4 darkness (7 total damage).
Mindrot hits Layulaith the skeleton archer for 4 mind, 4 darkness (7 total damage).
Burning from Layulaith the skeleton archer hits Ulfyhor for (28 rampage shugs off), 0 fire (0 total damage).
Ulfyhor hits Cutpurse for 10 lightning damage.
Ulfyhor hits Layulaith the skeleton archer for 10 lightning damage.
Layulaith the skeleton archer performs a melee critical strike against Ulfyhor!
Ulfyhor's mania hastens cooldowns.
Ulfyhor harrows Layulaith the skeleton archer!
Tempest of Metal performs a melee critical strike against Ulfyhor!
Melee retaliation hits Layulaith the skeleton archer for 1 acid, 1 nature, 1 arcane, 1 acid, 1 nature, 1 arcane, 1 acid, 1 nature, 1 arcane, 1 acid, 1 nature, 1 arcane (15 total damage).
Curse of Nightmares hits Layulaith the skeleton archer for 23 mind, 23 darkness (45 total damage).
Tempest of Metal hits Ulfyhor for 42 physical, 3 lightning, 28 fire, 6 nature, 13 physical (92 total damage).
Layulaith the skeleton archer hits Ulfyhor for (7 rampage shugs off), 103 physical, 3 lightning, 28 fire, 6 nature (142 total damage).
Ulfyhor the level 18 forsaken cursed was punctured to death by Layulaith the skeleton archer on level 1 of The Maze.
Layulaith the skeleton archer is no longer being stalked by Ulfyhor.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layulaith the skeleton archer killed Ulfyhor!

















































































