










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 13 / 96% |
| Size | big |
| Lifes / Deaths | Killed by Islyma the chitinous spider at level 12 on the 40th Dusk 122nd year of Ascendancy at 15:28 1 / 3Killed by black jelly at level 13 on the 74th Dusk 122nd year of Ascendancy at 22:59 Killed by Eilinevena the sandworm destroyer at level 13 on the 75th Dusk 122nd year of Ascendancy at 16:29 |
Primary Stats
| Strength | 44 (base 39) |
| Dexterity | 9 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 26 (base 14) |
| Cunning | 37 (base 24) |
Resources
| Life | 379/379 |
| Hate | 86/100 |
| Healing Factor | 1.2208628152889 |
| Regeneration | 0.30521570382222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +10% |
| Darkness | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +25% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 24.317011280365 (72.903125182002%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 18 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 3%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 20% |
| Disarm Resistance | 54% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 208 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 3 darkness, 5 temporal, 3 mind, 5 lightning |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Savage Hunter |
| talent | Cleave |
| talent | Stalk |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)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 |
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: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. 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 squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | pair of iron boots 'Fogdeath' (Misfortune) (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +3% Dmg.mod +3% darkness ----- def ----- Armour +5 Fatigue +2% Resists +3% darkness Mind.save +15 (+7 eff.) ---------- misc Psi/ret +0.04 Max.psi +20.00 Infravis +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Frozenpiercer' (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% cold Res.pen +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Curse of Nightmares A cap made of leather. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: 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. |
| On fingers | wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Polulle the Skyviper0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% mind ----- def ----- Resists +3% lightning Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters (Shrouds)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In main hand | acidic stralite greatsword of daylight (Madness) (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +7% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Madness Massive two-handed swords. |
| On hands | alchemist's dwarven-steel gauntlets of the juggernaut (Misfortune) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +1 Con dps ---------- Melee+ 5 acid 3 fire 4 cold 4 lightning ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Flashstar the dwarven-steel mail armour (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +10% acid +10% fire Acc +20 (+10 eff.) ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% blight +9% fire +13% nature ---------- misc Max.stam +20.00 Curse of Nightmares A suit of armour made of mail. |
| Cloak | Ashbreeze the linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +3% fire Crit.dmg- 10.00% Mind.save +12 (+6 eff.) Disarm- +10% 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 | copper amulet 'Ulfinarivon'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Resists +17% mind +3% blight Confus- +20% Amulets make your neck look great! |
Inventory
healing infusion (heal 49; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 601%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
dwarven-steel battleaxe 'Camaromihor' (Madness) (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 nature While equipped: ----- def ----- Defense +15 (+15 eff.) Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Cut- +20% Curse of Madness Massive two-handed battleaxes. |
iron battleaxe 'Deepsmark' (Misfortune) (126% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 darkness While equipped: Stats +1 Str +5 Con ----- def ----- Armour +2 Knockbk- +20% Curse of Misfortune Massive two-handed battleaxes. |
iron battleaxe (Nightmares) (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 109% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
iron battleaxe of massacre (Corpses) (123% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
steel battleaxe (Corpses) (124% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
iron greatsword of massacre (Nightmares) (132% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 133% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Curse of Nightmares Massive two-handed swords. |
Sepsispeal the hardened leather sling (Shrouds)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 20% chance to slow global speed by 44% While equipped: dps ---------- Phys.crit +3.0% Mind.pwr +15 (+8 eff.) Dmg.mod +3% nature Res.pen +10% nature Acc +7 (+3 eff.) ---------- misc Hate/m.crit +3.00 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
potent ash starstaff of power (Corpses) (117% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical 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 +15 (+4 eff.) Dmg.mod +18% darkness ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of illumination (Shrouds) (111% power, 3 apr, fire element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Shrouds 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. |
River's Fury (Madness) (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Curse of Madness Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.18 cold damage and 3.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Eluta the rough leather belt (Misfortune)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) ----- def ----- Defense +9 (+9 eff.) Phys.save +9 (+5 eff.) Stealth +5 ---------- misc Max.mana +40.00 Curse of Misfortune A belt that goes around your waist. |
Mayaba the Glowbright (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light ----- def ----- Resists +10% lightning +5% temporal +3% nature +9% darkness Curse of Corpses A belt that goes around your waist. |
linen cloak 'Taintfury' (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +3 Con dps ---------- Dmg.mod +12% nature Acc +3 (+1 eff.) Apr +3 On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +1 (+1 eff.) ---------- misc Light +1 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) 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. |
Aeronarikhad (Madness) (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +5 Mag +8 Wil +1 Cun +4 Con dps ---------- Dmg.mod +17% nature +16% blight ----- def ----- Resists +16% blight +25% nature +13% all ---------- misc Mana/turn +0.22 Psi/turn +0.15 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgihir (Nightmares) (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% ---------- misc Psi/ret +0.16 Max.psi +20.00 Infravis +1 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. |
grounding pair of iron boots of tirelessness (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Weepream (Corpses) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee Ret 8 fire ----- def ----- Armour +2 Fatigue +3% Resists +9% temporal +3% nature +3% darkness Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive rough leather gloves (Shrouds) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (Madness) (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (Nightmares) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Alebers the Radiancespawner (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% acid +15% light ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +6% fire +8% nature ---------- misc Light +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Winterbloom the linen wizard hat (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +9% cold Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +0.70 Curse of Nightmares A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Tundradash' (Madness) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% cold ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/turn +3.00 Stam/ret +0.90 Equi/ret +1.50 Infravis +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Harilar (Corpses) (12 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +4 Defense +12 (+12 eff.) Fatigue +12% Resists +16% acid +9% fire +5% arcane +3% cold Curse of Corpses A suit of armour made of mail. |
iron mail armour (Corpses) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
rejuvenating iron mail armour (Misfortune) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.70 Curse of Misfortune A suit of armour made of mail. |
Nature's Blessing (Shrouds) (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+8 eff.) Rng.Def +4 (+4 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Shrouds 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. |
Ce'Newyn the Snowwasp (Nightmares) (0 def, 6 armour, 132% power, 79 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 Melee+ +4 cold On Hit.r1 +12 lightning While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +6% darkness +7% fire +19% cold +16% lightning ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
reinforced steel shield (Misfortune) (0 def, 6 armour, 113% power, 80.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
5 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. |
43 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Runodir the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Str ----- def ----- Resists +2% physical +3% all Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
2 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. |
6 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. |
2 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WoodUKnot the Ogre Cursed level 12
49th Dusk 122nd year of Ascendancy at 02:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By WoodUKnot the Ogre Cursed level 10
26th Dusk 122nd year of Ascendancy at 23:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By WoodUKnot the Ogre Cursed level 8
3rd Summertide 122nd year of Ascendancy at 03:21 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By WoodUKnot the Ogre Cursed level 7
10th Mirth 122nd year of Ascendancy at 07:45 see stats
Log
WoodUKnot's armor corrodes!
WoodUKnot slows down.
Curse of Nightmares hits Eilinevena the sandworm destroyer for 21 mind damage.
Tempest of Metal hits WoodUKnot for 10 physical, 0 arcane, 14 fire (23 total damage).
Eilinevena the sandworm destroyer hits WoodUKnot for 32 physical, 14 fire (46 total damage).
WoodUKnot the level 13 ogre cursed was toasted to death by Eilinevena the sandworm destroyer on level 2 of Sandworm lair.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinevena the sandworm destroyer killed WoodUKnot!
Curse of Nightmares killed Eilinevena the sandworm destroyer!
Saving game...
Saving done.
WoodUKnot receives 10 healing from Unnatural Body.
WoodUKnot receives 6 healing from Unnatural Body.
WoodUKnot activates Stalk.
Talent Cleave is ready to use.
WoodUKnot activates Cleave.
Talent Savage Hunter is ready to use.
Talent Infusion: Regeneration is ready to use.
WoodUKnot activates Savage Hunter.
Talent Rune: Prismatic is ready to use.
You are sent back to the material plane!
WoodUKnot picks up (s.): Relgihir (Nightmares) (0 def, 9 armour).
The unstable sand tunnel collapses!























































































