










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 14 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 2nd Dusk 122nd year of Ascendancy at 13:12 / 1 |
Primary Stats
| Strength | 43.170224963639 (base 32) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 15.170224963639 (base 10) |
| Willpower | 46.340449927278 (base 39) |
| Cunning | 14.340449927278 (base 10) |
Resources
| Life | -51/435 |
| Hate | 54/100 |
| Healing Factor | 1.0445252402763 |
| Regeneration | 0.26113131006908 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +140% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 4.3404499272777 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 32 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Nature | +17% |
| Physical | +28% |
| Arcane | +29% |
| All | +8% |
Offense: Damage Penetration
| Lightning | +38% |
| Fire | +13% |
| Acid | +12% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 26.317011280365 (73.452380952381%) |
| Defense | 17 |
| Ranged Defense | 20 |
| Fatigue | 14 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 10%( 70%) |
| Darkness | + 16%( 74%) |
| Physical | + 3%( 72%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Blind Resistance | 40% |
| Disarm Resistance | 67% |
| Bleed Resistance | 15% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | The target is hunting creatures of type / sub-type: giant / minotaur with 13% effectiveness. Kills: 1 / 2 kills, Damage: +1% / +2%, Attack: +0 / +1, Stun: -- / 0.4%, Outmaneuver: 0.5% / 1.3% Predator |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 27.25 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 77.37 blight damage and spawn a carrion worm mass. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +20% physical damage, +10 physical save, +10 mental save, 0/20 damage shrugged off this turn) Rampaging |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -2 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You failed to protect the worried loremaster from death by Forest Troll Hedge-Wizard. Escort: worried loremaster (level 3 of Trollmire) | failed |
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 |
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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 |
Equipment
| On feet | blood-soaked pair of rough leather boots of evasion (Corpses) (12 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Defense +12 (+7 eff.) Fatigue +1% Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern 'Ivodathra'2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Max.HP +50.00 Disarm- +10% ---------- misc Light +4 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 | Shineshear the iron helm (Corpses) (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Phys.save +9 (+5 eff.) Blind- +20% Cut- +15% ---------- misc Light +2 Infravis +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Treevortex the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +21% arcane +3% nature Res.pen +15% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Misfortune)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elemental steel greatmaul of massacre (Nightmares) (36.5-54.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 36.5 - 54.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +12% acid +13% fire +10% cold +13% lightning Curse of Nightmares Massive two-handed mauls. |
| On hands | Stormusher (Misfortune) (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Dmg.mod +6% nature +12% lightning Res.pen +25% lightning Melee Ret 16 lightning ----- def ----- Armour +2 Disarm- +22% ---------- misc Masteries +0.20 Technique/Grappling Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Voreda (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid ---------- misc Stam/turn +0.60 Curse of Nightmares A suit of armour made of mail. |
| Cloak | Betythra (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +9% cold +5% arcane Max.HP +30.00 Disarm- +15% ---------- misc Infravis +2 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. |
| Around neck | starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets can have magical properties. |
Inventory
movement infusion of the wizard (416% speed; 5 turns)0.1 T2 infusion scroll [Ego] 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 increase movement speed by 416% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 176 for 5 turns)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 176 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the duelist (60 cold damage; freeze 3 turns with power 27)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 60.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 27 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
teleportation rune (range 42)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +30.00 Disarm- +24% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +21% Rings can have magical properties. |
Koreleg (Shrouds) (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 14.0 - 21.0 Fire Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Phasing +50% Against +9% Unnatural While equipped: Stats +3 Dex +2 Wil ----- def ----- Resists +1% physical Curse of Shrouds Massive two-handed battleaxes. |
acidic iron battleaxe of massacre (Misfortune) (21-31.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Curse of Misfortune Massive two-handed battleaxes. |
steel battleaxe (Misfortune) (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
balanced steel dagger of dampening (Madness) (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +5 (+4 eff.) Resists +7% acid +7% fire +7% cold +8% lightning Spell.save +6 (+3 eff.) Disarm- +17% Curse of Madness Sharp, short and deadly. |
Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul 'Hathadegen' (Corpses) (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +2 Defense +10 (+6 eff.) Resists +18% fire Cut- +20% Disarm- +39% Stun/Frz- +20% Teleport- +20% Curse of Corpses Massive two-handed mauls. |
steel greatsword of massacre (Shrouds) (32.5-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Curse of Shrouds Massive two-handed swords. |
iron longsword of daylight (Misfortune) (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +8% Undead Curse of Misfortune Sharp, long, and deadly. |
cured leather sling of acid (Misfortune)4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +10% acid Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff (Shrouds) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Cloudgrinder (Misfortune) (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 blight While equipped: dps ---------- Dmg.mod +12% lightning +12% blight Acc +8 (+4 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Defense +7 (+5 eff.) Resists +6% lightning Disarm- +26% Curse of Misfortune One-handed war axes. |
Adagaseda the rough leather belt (Madness)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +2 Size +1 Telepathy Demon/Minor Demon/Major Curse of Madness A belt that goes around your waist. |
hardened leather belt 'Yvena' (Shrouds)1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% acid +10% mind Melee Ret 4 mind 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% mind Max.HP +30.00 Curse of Shrouds A belt that goes around your waist. |
cashmere cloak 'Scaldbreaker' (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light +21% fire Res.pen +15% light Melee Ret 8 light ----- def ----- Defense +2 (+2 eff.) Resists +6% fire Mind.save +8 (+4 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) 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. |
restful iron gauntlets of strength (+2) (Nightmares) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets (Nightmares) (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +6 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Deepskiller the rough leather cap (Corpses) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% darkness Res.pen +10% fire ----- def ----- Armour +1 Fatigue +1% Resists +12% darkness +3% fire Curse of Corpses A cap made of leather. |
cashmere wizard hat (Shrouds) (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
spiked iron mail armour of resilience (Corpses) (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 Curse of Corpses A suit of armour made of mail. |
steel shield (Nightmares) (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Curse of Nightmares Handheld deflection devices. |
acidic quiver of ash arrows of accuracy (18/18, 22-30.8 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 18 Ranged+ +9 acid On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
2 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. |
74 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 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. |
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. |
deadly pouch of iron shots of erosion (23/23, 20-24 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 23 Ranged+ +6 nature +5 temporal Shots are used with slings to pummel your foes to death. |
steel torque of thermal psionic shield [power 49] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
supercharged ash wand of firewall [power 145] (8 cooldown)2.0 T2 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 157 fire damage overall) Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Assell the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 22:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Assell the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 22:33 see stats
Log
Worm that walks casts Worm Rot.
Assell is afflicted by a terrible worm rot!
Worm Rot from Worm that walks hits Assell for 26 blight, 23 acid (49 total damage).
Assell receives 13 healing from Unnatural Body.
Worm that walks casts Epidemic.
Assell shrugs off the effect 'Epidemic'!
Worm Rot from Worm that walks hits Assell for 26 blight, 23 acid (49 total damage).
Assell receives 2 healing from Unnatural Body.
Worm that walks casts Acid Strike.
Assell resists the mind attack!
Worm that walks drains life from Assell!
Worm that walks misses Assell.
Worm that walks drains life from Assell!
Worm that walks drains life from Assell!
Assell hits Worm that walks for 6 healing, 19 lightning, 6 healing, 19 lightning, 6 healing, 19 lightning (57 total damage) [18 healing].
Worm that walks hits Assell for 22 acid, 3 mind, 14 blight, 38 acid, 18 blight, 6 mind, 14 blight, 9 blight, 14 blight, 6 fire (143 total damage).
Worm Rot from Worm that walks hits Assell for 26 blight, 23 acid (49 total damage).
Worm that walks slows down.
Assell hits Worm that walks for 64 physical, 26 fire (90 total damage).
Worm that walks casts Drain.
Worm that walks drains life from Assell!
Worm that walks drains life from Assell!
Assell hits Worm that walks for 6 healing, 19 lightning, 6 healing, 19 lightning (38 total damage) [12 healing].
Worm that walks hits Assell for 19 blight, 6 mind, 14 blight, 9 blight, 14 blight, 6 fire (68 total damage).
Your hatred grows even as your life fades! (+14 hate)
Assell begins rampaging!
Saving game...


















































































