
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Hulk! 1.4.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Hulk |
Class | Cursed |
Level / Exp | 23 / 69% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 1053 (base 40) |
Dexterity | 1035 (base 25) |
Constitution | 1012 (base 10) |
Magic | 1014 (base 10) |
Willpower | 1025 (base 14) |
Cunning | 1033 (base 10) |
Resources
Mana | 5307/5307 |
Equilibrium | 0 |
Life | 314899/314899 |
Stamina | 2728/2728 |
Hate | 49/100 |
Healing Factor | 0.74480477262935 |
Regeneration | 7447.3029215209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Invisible | 6 |
Offense: Mainhand
Damage | 1543 |
Accuracy | 234 |
Crit Chance | 607% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 191.4 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 203.7 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 167.26111111111 |
Ranged Defense | 167.70555555556 |
Fatigue | 3 |
Physical Save | 181.57 |
Spell Save | 178.62222222222 |
Mental Save | 180.725 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. 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 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This 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 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
Escort the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara) | active |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | 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 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 |
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 defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (Misfortune) (1 def, 4 armour) Frost Treads (Misfortune) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | pouch of steel shots of wind (20/20, 21-25.2 power, 2 apr) pouch of steel shots of wind (20/20, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Earidunarak the hardened leather cap (Misfortune) (0 def, 3 armour) Earidunarak the hardened leather cap (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes resistances: +3% temporal Changes damage: +3% acid / +6% temporal Curse of Misfortune A cap made of leather. |
Tool | supercharged dwarven-steel torque of mindblast [power 261] (5 cooldown) supercharged dwarven-steel torque of mindblast [power 261] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 22 beam dealing 130.50 to 261.00 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring (Shrouds) steel ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Shrouds Rings can have magical properties. |
On fingers | Nightsong (Madness) Nightsong (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Dark Tendrils (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 132 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Drake's Bane (Madness) (52-78 power, 21 apr) Drake's Bane (Madness) (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Madness The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | Flamewrought (Misfortune) (0 def, 2 armour) Flamewrought (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Curse of Misfortune It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 242.77 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Robe of Force (Nightmares) (12 def, 8 armour) Robe of Force (Nightmares) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to send out a range 5 beam of kinetic energy, dealing 684.18 to 855.22 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Emelaseratta (Nightmares) (2 def, 0 armour) Emelaseratta (Nightmares) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +3 Mag / +2 Wil Changes resistances: +6% blight / +3% acid 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. |
Around neck | gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
iron battleaxe (Madness) (13-19.5 power, 1 apr) iron battleaxe (Madness) (13-19.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Madness Massive two-handed battleaxes. |
Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr) Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Misfortune It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Spellcrusher (Nightmares) (32-48 power, 4 apr) Spellcrusher (Nightmares) (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+2 eff.) Curse of Nightmares This large steel greatmaul has thick vines wrapped around the handle. |
insulating hardened leather belt of the mystic (Corpses) insulating hardened leather belt of the mystic (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +5% cold Mental save: +7 (+1 eff.) Spellpower: +2 (+0 eff.) Curse of Corpses A belt that goes around your waist. |
nightruned hardened leather belt (Shrouds) nightruned hardened leather belt (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% light / +5% darkness Curse of Shrouds A belt that goes around your waist. |
pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+4) (Nightmares) (0 def, 2 armour) hardened leather gloves of strength (+4) (Nightmares) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +2 Changes stats: +4 Str Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap (Madness) (0 def, 1 armour) grounding rough leather cap (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal Curse of Madness A cap made of leather. |
linen wizard hat (Nightmares) (1 def, 0 armour) linen wizard hat (Nightmares) (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
iron mail armour (Shrouds) (2 def, 4 armour) iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
Nature's Blessing (Madness) (8 def, 6 armour) Nature's Blessing (Madness) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Madness Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
rejuvenating rough leather armour of cold resistance (Madness) (1 def, 2 armour) rejuvenating rough leather armour of cold resistance (Madness) (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% cold Life regen: +2.00 Stamina each turn: +0.60 Curse of Madness A suit of armour made of leather. |
troll-hide rough leather armour of command (Misfortune) (7 def, 6 armour) troll-hide rough leather armour of command (Misfortune) (7 def, 6 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+1 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +11 (+1 eff.) Life regen: +3.60 Healing mod.: +10% Curse of Misfortune A suit of armour made of leather. |
dwarven-steel plate armour 'Neryvea' (Misfortune) (5 def, 14 armour) dwarven-steel plate armour 'Neryvea' (Misfortune) (5 def, 14 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +2 Cun / +1 Wil Changes resistances: +6% acid / +7% physical / +12% blight / +8% cold / +12% nature Reduced damage from: +7% Unnatural Allows you to breathe in: water Physical save: +13 (+1 eff.) Psi when hit: +0.12 Curse of Misfortune A suit of armour made of metal plates. |
impenetrable iron plate armour (Nightmares) (3 def, 12 armour) impenetrable iron plate armour (Nightmares) (3 def, 12 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +20% Curse of Nightmares A suit of armour made of metal plates. |
spiked iron plate armour (Madness) (3 def, 7 armour) spiked iron plate armour (Madness) (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Curse of Madness A suit of armour made of metal plates. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
burglar's brass lantern of the zealot burglar's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% all Spell save: +5 (+1 eff.) Light radius: -8 Infravision radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
iron torque of thermal psionic shield [power 25] (12 cooldown) iron torque of thermal psionic shield [power 25] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 49] (12 cooldown) steel torque of kinetic psionic shield [power 49] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of cure ailments [power 2] (8 cooldown) supercharged ash totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of firewall [power 109] (4 cooldown) ash wand of firewall [power 109] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting 4 turns (dealing 114 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By adv the Hulk Cursed level 23
33rd Haze 122nd year of Ascendancy at 04:47 see stats
By adv the Hulk Cursed level 23
20th Haze 122nd year of Ascendancy at 18:32 see stats
By adv the Hulk Cursed level 17
12nd Haze 122nd year of Ascendancy at 19:29 see stats
By adv the Hulk Cursed level 10
3rd Flare 122nd year of Ascendancy at 17:59 see stats
By adv the Hulk Cursed level 20
19th Haze 122nd year of Ascendancy at 19:43 see stats
By adv the Hulk Cursed level 8
10th Mirth 122nd year of Ascendancy at 05:25 see stats
By adv the Hulk Cursed level 1
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By adv the Hulk Cursed level 1
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By adv the Hulk Cursed level 6
76th Pyre 122nd year of Ascendancy at 05:59 see stats
By adv the Hulk Cursed level 5
75th Pyre 122nd year of Ascendancy at 05:08 see stats
By adv the Hulk Cursed level 22
20th Haze 122nd year of Ascendancy at 16:49 see stats
Log
Today is the 71st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 72nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:40.
Today is the 73rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:11.
Today is the 74th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:05.
Today is the 75th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 77th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 78th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:08.
Today is the 79th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:01.
Ran for 2 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Passageway into the Daikara here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Adv deactivates Gloom.
Adv deactivates Stalk.