











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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 | Krog |
| Class | Cursed |
| Level / Exp | 16 / 67% |
| Size | big |
| Lifes / Deaths | Killed by netherworm mass at level 16 on the 49th Dusk 122nd year of Ascendancy at 15:52 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 56 (base 43) |
| Dexterity | 9 (base 10) |
| Constitution | 28 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 31) |
| Cunning | 11 (base 10) |
Resources
| Life | -13/480 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.1386665846511 |
| Regeneration | 2.561999815465 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 24 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 24 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Cold | +15% |
| Fire | +18% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +25% |
| Physical | +6% |
| Cold | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 28.08934837382 (81.151787968034%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 29 |
| Physical Save | 37 |
| Spell Save | 20 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 37%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 4%( 70%) |
| Physical | + 6%( 70%) |
| Temporal | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Mind | + 35%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 38% |
| Fear Resistance | 18% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| 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 60 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.41 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 skeleton mage skull. * You've found the needed bear paw. | 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 |
Equipment
| On feet | pair of iron boots 'Nemnir' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +5 Fatigue +2% Phys.save +15 (+6 eff.) HP.reg +2.00 Disease- +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Furnacekin2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% fire Res.pen +5% cold Melee Ret 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold Mind.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
| On head | Bethomina the Carrionwill (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +3.0% Res.pen +10% nature ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cloudnoon the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 19 mind 18 darkness Res.pen +20% darkness +25% lightning Melee Ret 4 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 26 ----- def ----- Armour +2 Resists +9% lightning +6% cold Mind.save -13 (-9 eff.) Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.08 cold and 13.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | steel ring 'Dayquick'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% light +6% mind Melee Ret 2 temporal ----- def ----- Resists +15% mind Rings make your fingers look great! |
| Around neck | clarifying copper amulet of mastery (0.11 Cursed / Endless hunt)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +20% ---------- misc Masteries +0.11 Cursed/Endless hunt Amulets make your neck look great! |
| In main hand | hateful iron waraxe of massacre (Shrouds) (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Master/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Curse of Shrouds One-handed war axes. |
| Around waist | rough leather belt 'Fulodil'1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% ----- def ----- Resists +6% acid +1% physical +6% blight Spell.save +3 (+2 eff.) A belt that goes around your waist. |
| In off hand | Cyrugakira (Nightmares) (16-23 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +15 (+5 eff.) Res.pen +6% physical Acc +7 (+4 eff.) Apr +5 ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Max.psi +10.00 Curse of Nightmares Sharp, long, and deadly. |
| Cloak | Cuthagar (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +16 (+10 eff.) Resists +1% physical Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Rhyrak the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning +3% temporal +6% acid +6% mind +5% arcane A suit of armour made of metal plates. |
Inventory
blink rune of the duelist (range 4; phase 14; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Poltergeist's Drake's Bane (Madness) (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Defense +4 (+4 eff.) D.Red.from +25% Dragon Phys.save +13 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Stun/Frz- +20% Knockbk- +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. |
steel battleaxe of massacre (Madness) (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
Silent Blade (Corpses) (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) Curse of Corpses A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced steel dagger of massacre (Corpses) (18-23 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +23% Curse of Corpses Sharp, short and deadly. |
dwarven-steel dagger of crippling (Nightmares) (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Curse of Nightmares Sharp, short and deadly. |
truestriking dwarven-steel dagger of erosion (Madness) (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +7% physical Acc +7 (+4 eff.) Apr +5 Curse of Madness Sharp, short and deadly. |
truestriking steel dagger (Nightmares) (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +5 Curse of Nightmares Sharp, short and deadly. |
Freezeparry the steel greatmaul (Shrouds) (38-57 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +8 mind While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +9% temporal Curse of Shrouds Massive two-handed mauls. |
enhanced steel greatmaul (Nightmares) (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Nature Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Str +6 Dex +6 Mag +6 Wil +6 Cun +7 Con Curse of Nightmares Massive two-handed mauls. |
steel greatmaul of crippling (Misfortune) (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Curse of Misfortune Massive two-handed mauls. |
Chamahor the steel greatsword (Shrouds) (35-56 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 9% ---------- misc Mana/turn +0.08 Max.mana +20.00 Curse of Shrouds Massive two-handed swords. |
Spectral Blade (Shrouds) (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This sword appears weightless, and nearly invisible. |
balanced steel greatsword of erosion (Madness) (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +34% Curse of Madness Massive two-handed swords. |
Corpsebow (Madness)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disease- +50% Curse of Madness A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Poltergeist's Glylaith the Deepsraider (Madness)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +23 lightning +16 darkness +9 acid On Crit.r2 +8 darkness While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +26% lightning +15% acid ----- def ----- Resists +3% darkness Curse of Madness Longbows are used to shoot arrows at your foes. |
yew longbow of enduring (Misfortune)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +8 Wil ----- def ----- Max.HP +54.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of crippling (Nightmares) (26-36 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Nightmares Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of crippling (Corpses) (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Disease- +18% Curse of Corpses Sharp, long, and deadly. |
steel longsword (Nightmares) (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Curse of Nightmares Sharp, long, and deadly. |
steel longsword (Shrouds) (17-24 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Curse of Shrouds Sharp, long, and deadly. |
thorny mindstar of frost (Corpses) (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 cold Dmg.mod +10% cold Res.pen +4% cold ----- def ----- Armour +11 Resists +4% cold ---------- 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. |
halfling hardened leather sling of acid (Shrouds)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 acid While equipped: dps ---------- Dmg.mod +11% acid +8% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
runic hardened leather sling of acid (Nightmares)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 acid On Hit: 10% Arcane Vortex 3 While equipped: Stats +2 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +5% arcane +10% acid Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (Shrouds) (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Glownight' (Shrouds) (17-20 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +6% blight +17% temporal Acc +5 (+3 eff.) Melee Ret 10 light 6 physical ----- def ----- Resists +1% physical ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff (Shrouds) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +9 (+4 eff.) Melee+ 16 fire Dmg.mod +15% acid ---------- misc See.Invis +7 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of daylight (Corpses) (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 light +10 cold Against +6% Undead Curse of Corpses One-handed war axes. |
flaming steel waraxe of crippling (Madness) (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Curse of Madness One-handed war axes. |
flaming steel waraxe of massacre (Nightmares) (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Curse of Nightmares One-handed war axes. |
steel waraxe of crippling (Corpses) (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Curse of Corpses One-handed war axes. |
spellwoven woollen robe of darkness (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +9% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of hardened leather boots of speed (0 def, 6 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +6 ---------- misc Infravis +1 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Phys.save +5 (+3 eff.) ---------- misc Max.enc +26 Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorinne the Dourpierce (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Melee+ 8 darkness Dmg.mod +6% darkness Melee Ret 4 arcane 2 blight ----- def ----- Armour +2 Fatigue +3% Resists +14% darkness Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 21% Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
cleansing steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid +12% nature +12% blight A suit of armour made of mail. |
prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +5% arcane +12% light +10% darkness Spell.save +12 (+6 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+4 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
13 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
Shiverguile (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% light Phys.save +3 (+2 eff.) Silence- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
powerful elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
7 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. |
9 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. |
6 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 Sree the Krog Cursed level 15
44th Dusk 122nd year of Ascendancy at 11:41 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sree the Krog Cursed level 15
36th Dusk 122nd year of Ascendancy at 07:45 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sree the Krog Cursed level 10
1st Summertide 122nd year of Ascendancy at 06:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sree the Krog Cursed level 6
78th Pyre 122nd year of Ascendancy at 16:28 see stats
Log
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal, 6 fire, 5 darkness, 2 temporal (26 total damage).
Sree hits Netherworm mass for 5 healing, 7 healing, 11 healing (0 total damage) [23 healing].
Netherworm mass misses Sree.
Netherworm mass leeches life from Sree!
Netherworm mass hits Sree for 5 temporal, 6 darkness (11 total damage).
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal (13 total damage).
Sree hits Netherworm mass for 5 healing, 7 healing (0 total damage) [12 healing].
Netherworm mass leeches life from Sree!
Netherworm mass hits Sree for 5 temporal, 6 darkness, 17 darkness (28 total damage).
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal, 6 fire, 5 darkness, 2 temporal (26 total damage).
Sree hits Netherworm mass for 6 healing, 7 healing, 18 healing (0 total damage) [31 healing].
Sree uses Infusion: Regeneration.
Sree starts regenerating health quickly.
Sree is no longer out of phase.
Netherworm mass leeches life from Sree!
Netherworm mass hits Sree for 6 temporal, 7 darkness, 11 darkness (24 total damage).
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal, 6 fire, 5 darkness, 2 temporal (26 total damage).
Sree hits Netherworm mass for 6 healing, 8 healing, 12 healing (0 total damage) [27 healing].
Netherworm mass overcomes the gloom.
Netherworm mass leeches life from Sree!
Netherworm mass hits Sree for 6 temporal, 8 darkness, 17 darkness (31 total damage).
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal, 6 fire, 5 darkness, 2 temporal (26 total damage).
Sree hits Netherworm mass for 7 healing, 8 healing, 19 healing (0 total damage) [34 healing].
Netherworm mass is not stunned anymore.
Netherworm mass leeches life from Sree!
Netherworm mass hits Sree for 12 temporal, 16 darkness, 33 darkness (61 total damage).
Melee retaliation hits Netherworm mass for 6 fire, 5 darkness, 2 temporal, 6 fire, 5 darkness, 2 temporal (26 total damage).
Sree hits Netherworm mass for 13 healing, 17 healing, 22 healing (0 total damage) [52 healing].
Sree the level 16 krog cursed was swallowed by the void to death by a netherworm mass on level 2 of Ruined halfling complex.







































































































