











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 21 / 91% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 59 (base 50) |
Dexterity | 12 (base 10) |
Constitution | 46 (base 31) |
Magic | 8 (base 10) |
Willpower | 36 (base 24) |
Cunning | 16 (base 10) |
Resources
Life | 792/792 |
Hate | 87/105 |
Equilibrium | 30 |
Healing Factor | 1.3456533397791 |
Regeneration | 7.0646800338405 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +25.1190284274% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
Offense: Mainhand
Damage | 90 |
Accuracy | 40 |
Crit Chance | 18% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | 44 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 4 |
Speed | 0.91 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +12% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Lightning | +30% |
Fire | +25% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 56.08934837382 (86.151787968034%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 28 |
Physical Save | 39 |
Spell Save | 18 |
Mental Save | 30 |
Defense: Resistances
Acid | + 37%( 70%) |
Physical | + 20%( 71%) |
Cold | + 48%( 70%) |
All | + 10%( 70%) |
Lightning | + 15%( 70%) |
Light | + 37%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 15%( 70%) |
Mind | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Confusion Resistance | 70% |
Fear Resistance | 45% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 67% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
talent | Surge |
talent | Antimagic Shield |
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 28 mind and 28 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 42 Mind damage, and deal 42 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 (+24% chance to avoid traps). Power 2+: -1 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. |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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. * 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 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. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% physical Res.pen +6% physical On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Armour +3 Die.at -20.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 6 physical Dmg.mod +4% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Fatigue +1% Resists +1% physical Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Acc +10 (+4 eff.) ----- def ----- Armour +8 Resists +6% mind Die.at -40.00 life ---------- misc Stam/turn +3.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Melee+ 12 physical Ranged+ 14 physical Dmg.mod +12% acid Res.pen +10% lightning On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 11% chance to reduce all saves and defense by 22 ----- def ----- Resists +24% acid Mind.save +10 (+5 eff.) Confus- +25% ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +5% mind Acc +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +6 (+5 eff.) Resists +6% temporal Phys.save +7 (+3 eff.) Unseen.red 12% Max.HP +38.00 HP.reg +3.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con +3 Wil dps ---------- Res.pen +25% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Infravis +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 longsword 1H weapon [Ego+] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Nightmares Sharp, long, and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +20% lightning ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +1% physical Mind.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +7% physical +6% fire +6% lightning +6% cold HP.reg +2.00 Disarm- +21% Stun/Frz- +21% Knockbk- +22% ---------- misc Stam/turn +0.70 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 96 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+9 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+9 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T3 longsword 1H weapon [Rare] Disrupt 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% Against +7% Unnatural While equipped: Stats +3 Wil dps ---------- Res.pen +20% acid ----- def ----- Armour +6 Defense +5 (+4 eff.) Resists +1% physical Mind.save +6 (+3 eff.) Max.HP +20.00 Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +20% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Nature 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 +8 (+4 eff.) ----- def ----- Max.HP +17.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
![]() 3.0 T3 mindstar 1H weapon [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: Stats +2 Str +2 Dex +3 Mag +1 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 12 lightning 4 physical 4 fire 2 acid 2 cold Dmg.mod +7% lightning Res.pen +12% lightning ----- def ----- Resists +9% lightning +6% physical +4% cold +4% fire +4% acid ---------- 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. |
![]() 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+ +11 lightning While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% lightning Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master 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 +9% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 37.41 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% physical Res.pen +15% physical Melee Ret 6 physical ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) Curse of Corpses One-handed war axes. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Mag ----- def ----- Defense +12 (+8 eff.) Phys.save +5 (+2 eff.) ---------- misc Stam/turn +3.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +14% light ----- def ----- Resists +21% light +11% all Spell.save +20 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +8 Fatigue +3% Resists +15% acid ---------- misc Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +20% Stun/Frz- +24% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Melee+ 8 lightning 5 fire Dmg.mod +5% lightning +5% fire Acc +7 (+3 eff.) Apr +10 ----- def ----- Armour +2 Resists +7% lightning +7% fire +3% light +6% cold ---------- misc Light +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +10 Crit +3.0% Atk.spd 100% On Crit.r2 +5 lightning +7 fire On Hit: 15% Perfect Strike 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Fire Breath 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Blind- +10% Pinning- +20% 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 248.7 Physical damage. If the attack hits, the target is confused (26% 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +7 Dex +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +15% cold 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 248.7 Physical damage. If the attack hits, the target is confused (26% 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. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +13% blight +6% physical +17% darkness Phys.save +17 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Melee+ 6 fire Ranged+ 5 fire Res.pen +20% nature ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +6% Resists +11% fire +14% physical Die.at -60.00 life A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Disrupt/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +11 Defense +16 (+10 eff.) Fatigue +8% Resists +12% nature +12% blight Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+8 eff.) Fatigue +8% Resists +15% fire A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 8 fire ----- def ----- Armour +6 Fatigue +8% Max.HP +47.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +12 physical While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +13% physical Shield.near.proj +17 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 17 Ranged+ +8 acid +16 mind On Hit.r1 +20 acid On Crit.r2 +4 mind +20 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% mind +6% fire ----- def ----- Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +5 light Against +8% Undead Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 20 Ranged+ +19 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ikll the Krog Cursed level 21
42nd Dusk 122nd year of Ascendancy at 22:51 see stats
By Ikll the Krog Cursed level 21
72nd Dusk 122nd year of Ascendancy at 16:52 see stats
By Ikll the Krog Cursed level 21
19th Haze 122nd year of Ascendancy at 02:46 see stats
By Ikll the Krog Cursed level 20
34th Dusk 122nd year of Ascendancy at 02:47 see stats
By Ikll the Krog Cursed level 10
10th Mirth 122nd year of Ascendancy at 04:59 see stats
By Ikll the Krog Cursed level 20
32nd Dusk 122nd year of Ascendancy at 09:14 see stats
By Ikll the Krog Cursed level 10
10th Mirth 122nd year of Ascendancy at 05:05 see stats
By Ikll the Krog Cursed level 20
34th Dusk 122nd year of Ascendancy at 01:15 see stats
By Ikll the Krog Cursed level 15
9th Flare 122nd year of Ascendancy at 21:33 see stats
Log
Ikll picks up (v.): radiant dwarven-steel mail armour of stability (3 def, 8 armour).
Ikll picks up (z.): flaming dwarven-steel shield of resilience (0 def, 6 armour, 30-35 power, 73.5 block).
Ikll picks up (g.): balanced dwarven-steel longsword of evisceration (Corpses) (24-33 power, 4 apr).
Lore found: Crooked Club (Misfortune)
You can read all your collected lore in the game menu, by pressing Escape.
Ikll is no longer attuned.
Talent Dominate is ready to use.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Ikll picks up (q.): undeterred pair of iron boots of rushing (0 def, 3 armour).
You pickup 0.80 gold pieces.
You pickup 2.70 gold pieces.
You pickup 0.60 gold pieces.
Ikll picks up (Q.): tundral pouch of dwarven-steel shots of accuracy (19/20, 32-38 power, 3 apr).
Ikll picks up (z.): cleansing hardened leather armour of command (16 def, 11 armour).
Ikll picks up (D.): windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 32-38 power, 77 block).
Ikll picks up (l.): swiftstrike hardened leather sling (Shrouds).
Talent Wrath of the Wilds is ready to use.
Talent Rampage is ready to use.
You pickup 0.90 gold pieces.
Lore found: expedition journal entry (daikara)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 5 turns (stop reason: learnt lore).
New shimmer option unlocked: Crooked Club (Misfortune)
Ikll wears (replacing Mayybeth the dwarven-steel waraxe (Corpses) (30-43 power, 4 apr)): Crooked Club (Misfortune) (25-35 power, 4 apr).