











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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:
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 21 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by blue jelly at level 21 on the 40th Haze 122nd year of Ascendancy at 03:04 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 58.170224963639 (base 50) |
| Dexterity | 20.340449927278 (base 10) |
| Constitution | 31.340449927278 (base 10) |
| Magic | 13.170224963639 (base 10) |
| Willpower | 50 (base 42) |
| Cunning | 23.340449927278 (base 10) |
Resources
| Life | -130/543 |
| Hate | 100/100 |
| Equilibrium | 18 |
| Healing Factor | 1.3181179199523 |
| Regeneration | 4.0202596558544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 27.340449927278 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +10% |
| Blight | +3% |
| Acid | +19% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Physical | +15% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.151787968034%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 27 |
| Physical Save | 27 |
| Spell Save | 22 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 16%( 70%) |
| Mind | + 1%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 19%( 78%) |
| Light | + 35%( 70%) |
| Physical | + 10%( 71%) |
| Lightning | + 21%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 30% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 18% |
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 311 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 36 mind and 36 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 58 Mind damage, and deal 58 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 | blood-soaked pair of dwarven-steel boots (Corpses) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Curse of Corpses 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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Thunderjam (Nightmares) (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% lightning Res.pen +5% lightning ----- def ----- Armour +6 Fatigue +4% Resists +15% lightning ---------- misc Infravis +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Balafang (Madness) (15 def, 2 armour) =con=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% Melee+ 8 acid Dmg.mod +5% acid Res.pen +15% physical ----- def ----- Armour +2 Defense +15 (+8 eff.) Fatigue +3% Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bethomina the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% acid ----- def ----- Fatigue -5% Resists +6% nature +3% fire Crit.chn- 15.00% HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'Nyna the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid Apr +1 ----- def ----- Armour +6 Resists +25% acid +5% arcane +3% blight Heal.mod +5% Rings make your fingers look great! |
| On fingers | titan's copper ring of clarity =con=0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
| In main hand | manaburning thorny mindstar of life (Misfortune) (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 14 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +4% arcane Max.HP +12.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Obsidianpain (Shrouds) =con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Dmg.mod +3% blight Melee Ret 2 darkness ----- def ----- Max.HP +30.00 Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Shrouds A belt that goes around your waist. |
| In off hand | thorny mindstar of resolve (Corpses) (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Demonravage' (Misfortune) (1 def, 0 armour) =cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex +2 Cun +2 Con dps ---------- Crit.mult +5.00% Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +1% physical 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 | Eclipseriver (Madness) (0 def, 9 armour) =cun=17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +1 Mag +7 Wil +8 Cun +1 Con dps ---------- Res.pen +15% darkness ----- def ----- Armour +9 Fatigue +22% Mind.save +26 (+9 eff.) Max.HP +23.00 ---------- misc See.Invis +9 Curse of Madness A suit of armour made of metal plates. |
Inventory
copper amulet 'Getontir' =cun=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun +4 Mag dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) ----- def ----- Resists +12% fire +13% cold ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
grounding copper amulet of constitution (+3) =con=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
pixie's steel ring of time (+11%) =cun=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings make your fingers look great! |
mitotic vined mindstar (Misfortune) (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +6.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 57% * 7% chance to reduce armor by 14% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Misfortune Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
noble's rough leather belt of burglary (Nightmares) =cun=1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +7 Cun +5 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +4 Curse of Nightmares A belt that goes around your waist. |
Holathadar the Shockwyrd (Nightmares) (7 def, 0 armour) =con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 4 lightning ----- def ----- Defense +7 (+4 eff.) Resists +3% cold Phys.save +5 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.stam +10.00 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. |
Flamecast (Misfortune) (0 def, 3 armour) =cun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% fire +3% cold Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Corpses) (0 def, 0 armour) =cun=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
Ce'Nivena the hardened leather cap (Madness) (0 def, 3 armour) =cun con=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +6 Wil +4 Cun +2 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.hate +6.00 Curse of Madness A cap made of leather. |
Glimmerguile the rough leather cap (Corpses) (0 def, 3 armour) =h2o=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +12% light Res.pen +10% fire ----- def ----- Armour +3 Fatigue +1% Resists +6% cold ---------- misc Breathe water Curse of Corpses A cap made of leather. |
bladed rough leather cap of trickery (Madness) (0 def, 1 armour) =cun=2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 161.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's rough leather cap of constitution (+3) (Nightmares) (0 def, 3 armour) =con=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 Curse of Nightmares A cap made of leather. |
9 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. |
189 alchemist agate0.0 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. |
6 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. |
2 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. |
4 topaz0.0 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. |
iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 spinel0.0 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. |
Brightdeath the brass lantern =cun=2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Str +1 Dex +3 Cun dps ---------- Dmg.mod +12% fire Res.pen +5% nature +5% fire ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Boltwrest [power 170] (25 cooldown) =cun=2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +2% Res.pen +5% lightning ---------- misc Max.psi +10.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 382 Base Damage: 170 Armor: 8 All Resist: 5 Puts all charms on 25 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
5 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. |
16 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. |
8 citrine0.0 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. |
4 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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Orelin the Cornac Cursed level 19
74th Dusk 122nd year of Ascendancy at 14:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Orelin the Cornac Cursed level 13
28th Dusk 122nd year of Ascendancy at 21:16 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Orelin the Cornac Cursed level 20
16th Haze 122nd year of Ascendancy at 02:47 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Orelin the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 07:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Orelin the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 21:17 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Orelin the Cornac Cursed level 19
9th Haze 122nd year of Ascendancy at 19:38 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Orelin the Cornac Cursed level 8
79th Pyre 122nd year of Ascendancy at 18:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Orelin the Cornac Cursed level 10
3rd Mirth 122nd year of Ascendancy at 04:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Orelin the Cornac Cursed level 13
7th Flare 122nd year of Ascendancy at 10:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Orelin the Cornac Cursed level 18
69th Dusk 122nd year of Ascendancy at 16:29 see stats
Log
Orelin slows down.
Gigantic gravity worm's gravity area effect hits Xanor the gigantic corrosive tunneler for (33 blocked), 0 physical (0 total damage).
Gigantic gravity worm's gravity area effect hits Orelin for (10 rampage shugs off), 16 physical (16 total damage).
Orelin hits Gigantic gravity worm for 67 nature damage.
Xanor the gigantic corrosive tunneler uses Shield Pummel.
Orelin resists the shield bash!
Orelin killed Gigantic gravity worm!
Melee retaliation hits Xanor the gigantic corrosive tunneler for 2 darkness, 2 darkness (4 total damage).
Xanor the gigantic corrosive tunneler hits Orelin for 54 physical, 83 physical, 42 physical, 64 physical (243 total damage).
Salomina the red jelly uses Slime Spit.
Salomina the red jelly's Slime Spit hits Orelin for 52 fire damage.
Your movements fuel your rampage! (+1 duration)
Gigantic gravity worm's gravity area effect hits Orelin for 24 physical damage.
Gigantic gravity worm's gravity area effect hits Xanor the gigantic corrosive tunneler for 33 physical damage.
Blue jelly uses Slime Spit.
Xanor the gigantic corrosive tunneler overcomes the gloom.
Xanor the gigantic corrosive tunneler speeds up.
Black jelly uses Slime Spit.
Orelin has shrugged off 27 damage and is ready for more.
Mindrot hits Xanor the gigantic corrosive tunneler for 4 mind, 4 darkness (8 total damage).
Mindrot hits Salomina the red jelly for (1 to psi shield), 2 mind, (1 to psi shield), 2 darkness (4 total damage).
Mindrot hits Blue jelly for 4 mind, 3 darkness (7 total damage).
Acid Splash from Xanor the gigantic corrosive tunneler hits Orelin for 1 acid damage.
Burning from Salomina the red jelly hits Orelin for (19 rampage shugs off), 0 fire (0 total damage).
Orelin receives 15 healing from Unnatural Body.
Salomina the red jelly uses Mindlash.
Salomina the red jelly hits Orelin for (8 rampage shugs off), 43 fire (43 total damage).
Blue jelly's Slime Spit hits Orelin for 106 cold damage.
Orelin the level 21 cornac cursed was chilled to death by a blue jelly on level 2 of Sandworm lair.























































































