











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 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:
Items Vault 1.7.6Donators/Buyers bonus! No more creaky door 1.2.5Got rid of the most anoying door creaks. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 25 / 59% |
Size | huge |
Lifes / Deaths | Killed by Salaba the white worm mass at level 5 on the 78th Pyre 122nd year of Ascendancy at 06:37 0 / 8Killed by storm drake hatchling at level 17 on the 71st Dusk 122nd year of Ascendancy at 09:56 Killed by Bethubeth the cutpurse at level 17 on the 71st Dusk 122nd year of Ascendancy at 11:03 Killed by shadow at level 19 on the 75th Dusk 122nd year of Ascendancy at 00:26 Killed by Eilinema the shadow stalker at level 19 on the 36th Haze 122nd year of Ascendancy at 11:18 Killed by armoured skeleton warrior at level 24 on the 7th Decay 122nd year of Ascendancy at 04:17 Killed by elven blood mage at level 25 on the 57th Regrowth 123rd year of Ascendancy at 20:16 Killed by elven blood mage at level 25 on the 57th Regrowth 123rd year of Ascendancy at 20:20 |
Antimagic | Follower |
Primary Stats
Strength | 74 (base 53) |
Dexterity | 16 (base 11) |
Constitution | 32 (base 25) |
Magic | 11 (base 10) |
Willpower | 53 (base 38) |
Cunning | 18 (base 10) |
Resources
Life | -78/756 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.2224420161895 |
Regeneration | 0.30561050404737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +44.000000000005% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 150 |
Accuracy | 46 |
Crit Chance | 26% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +16% |
Arcane | +12% |
Cold | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +8% |
Acid | +44% |
Cold | +13% |
Nature | +21% |
Defense: Base
Armour (hardiness) | 36.335093952971 (47.857809501309%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 27 |
Physical Save | 34 |
Spell Save | 27 |
Mental Save | 40 |
Defense: Resistances
Acid | + 9%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 28%( 70%) |
All | + 3%( 70%) |
Lightning | + 32%( 70%) |
Physical | + 21%( 70%) |
Temporal | + 9%( 70%) |
Darkness | + 6%( 70%) |
Mind | + 32%( 70%) |
Fire | + 56%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Disarm Resistance | 48% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -479 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 958 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Islathra the brown bear. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. 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 pouch of bone giant dust. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 8 physical Dmg.mod +12% arcane +5% physical Res.pen +10% acid Acc +14 (+5 eff.) ----- def ----- Armour +9 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +13 (+5 eff.) Disarm- +48% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+4 eff.) 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 3 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 93% 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! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 52.5 - 73.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +4 arcane On Crit.r2 +32 acid +31 nature On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex +3 Mag +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +10 (+3 eff.) Res.pen +24% acid +11% nature Apr +11 Curse of Madness One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +5% arcane +6% temporal Spell.save +5 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +5% ---------- misc Size +1 Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 19.0 - 26.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 cold On Crit.r2 +11 lightning +15 cold +20 nature +13 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Mov.spd +24% Dmg.mod +6% cold Res.pen +8% lightning +13% cold +10% nature +10% acid Apr +5 ----- def ----- Resists +3% darkness +3% acid Curse of Nightmares One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +2 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +9% acid ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning +3% acid ---------- misc Light +1 Curse of Corpses A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- HP.reg +2.00 Disease- +10% Cut- +20% Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +13% mind +6% blight Die.at -40.00 life ---------- misc Light +1 Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 42.5 - 63.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil dps ---------- Res.pen +12% physical Acc +10 (+4 eff.) Apr +12 ----- def ----- Max.HP +14.00 Curse of Corpses Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 35.5 - 56.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature While equipped: Stats +14 Str +9 Dex +14 Mag +10 Wil +5 Cun +10 Con dps ---------- Crit.mult +10.00% Acc +10 (+4 eff.) ----- def ----- Defense +16 (+8 eff.) Disarm- +42% ---------- misc Hate/m.crit +2.00 Infravis +2 See.Invis +6 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Disrupt/Master Power 12.0 - 16.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +8% acid +8% lightning +8% fire +7% cold +2% all Spell.save +6 (+3 eff.) Disarm- +23% Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) Curse of Shrouds An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T1 mace 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Curse of Corpses Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Disrupt/Psionic Power 28.0 - 39.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living +8% Unnatural While equipped: Stats +2 Wil Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 mind +16 physical On Hit.r1 +16 physical 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 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +2% physical Max.HP +20.00 Curse of Corpses One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 11.5 - 16.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Curse of Shrouds One-handed war axes. |
![]() 2.0 T3 cloak armor [Ego++] Master While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +10% darkness Res.pen +10% darkness Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness Stealth +13 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +22% 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. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% lightning +10% blight +6% fire +5% arcane +16% nature Curse of Shrouds A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +3% blight +11% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Dmg.mod +8% mind +6% darkness ----- def ----- Resists +6% darkness +3% light Phys.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 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.(110 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cuckoldman the Krog Cursed level 19
28th Haze 122nd year of Ascendancy at 02:10 see stats
By Cuckoldman the Krog Cursed level 21
60th Haze 122nd year of Ascendancy at 08:21 see stats
By Cuckoldman the Krog Cursed level 23
75th Haze 122nd year of Ascendancy at 06:29 see stats
By Cuckoldman the Krog Cursed level 19
36th Haze 122nd year of Ascendancy at 00:29 see stats
By Cuckoldman the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 08:27 see stats
By Cuckoldman the Krog Cursed level 20
36th Haze 122nd year of Ascendancy at 18:44 see stats
By Cuckoldman the Krog Cursed level 19
12nd Haze 122nd year of Ascendancy at 11:07 see stats
By Cuckoldman the Krog Cursed level 9
3rd Mirth 122nd year of Ascendancy at 22:53 see stats
By Cuckoldman the Krog Cursed level 17
40th Dusk 122nd year of Ascendancy at 20:57 see stats
By Cuckoldman the Krog Cursed level 25
57th Regrowth 123rd year of Ascendancy at 20:17 see stats
Log
Cuckoldman performs a melee critical strike against Elven mage!
Cuckoldman hits Elven mage for 403 physical damage.
Cuckoldman hits Elven warrior for (27 blocked), 0 acid, (26 blocked), 0 nature, (9 blocked), 0 lightning, (15 blocked), 0 cold, (17 blocked), 0 nature, (11 blocked), 0 acid (0 total damage).
Cuckoldman hits Emyvea the elven blood mage for 30 acid, 26 nature, 9 lightning, 15 cold, 17 nature, 12 acid (110 total damage).
Cuckoldman hits Ogre guard for (4 absorbed), 0 arcane, (30 absorbed), 0 acid, (26 absorbed), 0 nature, (12 absorbed), 0 cold, (7 absorbed), 0 lightning, (15 absorbed), 0 cold, (17 absorbed), 0 nature, (12 absorbed), 0 acid (0 total damage).
Cuckoldman hits Elven cultist for (3 flat reduction), 0 arcane, (25 flat reduction), 0 acid, (24 flat reduction), 0 nature, (8 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (11 flat reduction), 0 cold, (15 flat reduction), 0 nature, (10 flat reduction), 0 acid (0 total damage).
Cuckoldman hits Betharenor the elven mage for 22 acid, 24 nature, 8 lightning, 14 cold, 15 nature, 9 acid (92 total damage).
Cuckoldman's manaburn arcane area effect hits Ogre guard for 0 arcane damage.
Cuckoldman's manaburn arcane area effect hits Elven warrior for 0 arcane damage.
Cuckoldman's manaburn arcane area effect hits Cuckoldman for 0 arcane damage.
Cuckoldman's manaburn arcane area effect hits Emyvea the elven blood mage for 36 arcane damage.
Cuckoldman's manaburn arcane area effect hits Elven cultist for (32 flat reduction), 0 arcane (0 total damage).
Cuckoldman's manaburn arcane area effect hits Betharenor the elven mage for 32 arcane damage.
Elven warrior hits Cuckoldman for (4 rampage shugs off), 0 fire, (6 rampage shugs off), 9 light (9 total damage).
Cuckoldman killed Elven mage!
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Cuckoldman has shrugged off 55 damage and is ready for more.
Talent Blindside is ready to use.
Cuckoldman receives 16 healing from Unnatural Body.
Cuckoldman is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Cuckoldman for (55 rampage shugs off), 427 blight (427 total damage).
Elven blood mage casts Blood Boil.
Cuckoldman is free from the weakness disease.
Cuckoldman slows down.
Bleeding from Elven mage hits Elven cultist for (33 flat reduction), 0 physical (0 total damage).
Elven blood mage hits Cuckoldman for 185 blight damage.
Elven blood mage receives 57 healing.
Cuckoldman the level 25 krog cursed was debilitated by noxious blight before falling to death by an elven blood mage on level 1 of Dark crypt.
Emyvea the elven blood mage is no longer being stalked by Cuckoldman.