Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Ghoul |
Class | Cursed |
Level / Exp | 16 / 6% |
Size | medium |
Lifes / Deaths | Killed by skeleton archer at level 13 on the 54th Dusk 122nd year of Ascendancy at 00:35 / 9Killed by thought-forged bowman at level 13 on the 54th Dusk 122nd year of Ascendancy at 01:33 Killed by thought-forged bowman at level 13 on the 54th Dusk 122nd year of Ascendancy at 02:35 Killed by Veleyalrana the fire drake at level 14 on the 55th Dusk 122nd year of Ascendancy at 14:04 Killed by golya at level 15 on the 57th Dusk 122nd year of Ascendancy at 16:34 Killed by Betalrakira the entrenched horror at level 15 on the 58th Dusk 122nd year of Ascendancy at 16:59 Killed by shadow at level 16 on the 59th Dusk 122nd year of Ascendancy at 11:43 Killed by shadow at level 16 on the 59th Dusk 122nd year of Ascendancy at 12:50 Killed by Weirdling Beast at level 16 on the 59th Dusk 122nd year of Ascendancy at 14:30 |
Primary Stats
Strength | 52 (base 38) |
Dexterity | 18 (base 10) |
Constitution | 31 (base 18) |
Magic | 10 (base 10) |
Willpower | 29 (base 28) |
Cunning | 16 (base 10) |
Resources
Life | 594/594 |
Hate | 75/100 |
Healing Factor | 1.0431286133666 |
Regeneration | 2.3470393800748 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 70 |
Accuracy | 28 |
Crit Chance | 3% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
All | 0% |
Physical | +10% |
Cold | +10% |
Nature | +3% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 19.522593642275 (62.32946707186%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 12 |
Physical Save | 37 |
Spell Save | 13 |
Mental Save | 22 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 10%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 37%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 38% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 52% |
Bleed Resistance | 100% |
Stun Resistance | 68% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (3/3)
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 311 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 136 damage for 3 turns. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by golya. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
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. | 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 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 honey tree root. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Xanumina (Madness) (0 def, 1 armour) Xanumina (Madness) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% defense ------ Armor +1 Life +60.00 Life Regen +2.00 Confus Resist +20% other ------- Stamina/turn +0.40 Max stamina +10.00 Curse of Madness A pair of boots made of leather. |
On hands | hardened leather gloves 'Silesemina' (Corpses) (15 def, 2 armour) hardened leather gloves 'Silesemina' (Corpses) (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex offense ------ Critical power +5.00% Ignore Shields +30% Accuracy +6 (+3 eff.) When Hit 6 arcane defense ------ Armor +2 Defense +15 (+8 eff.) Physical save +7 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Cloud Caller (Madness) (0 def, 0 armour) Cloud Caller (Madness) (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.77 to 104.31 lightning damage (69.54 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | psionicist's copper ring of tenacity psionicist's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
On fingers | Tulakalthozor the steel ring Tulakalthozor the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Damage +10% physical defense ------ Defense +5 (+3 eff.) Resistance +3% temporal +10% physical Rings make your fingers look great! |
Around waist | nightruned rough leather belt of resilience (Madness) nightruned rough leather belt of resilience (Madness)1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Resistance +6% light +6% darkness Life +31.00 Curse of Madness A belt that goes around your waist. |
Main armor | Viperwilter the dwarven-steel mail armour (Misfortune) (3 def, 11 armour) Viperwilter the dwarven-steel mail armour (Misfortune) (3 def, 11 armour)14.0 Encumbrance T3 heavy armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Spell Crit +2% Damage +3% nature Ignore resists +10% blight When Hit 8 blight On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +11 Defense +3 (+2 eff.) Fatigue +12% Resistance +9% acid +8% cold other ------- Mana/turn +0.12 Breathe water Curse of Misfortune A suit of armour made of mail. |
In main hand | Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr) Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Curse of Nightmares Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 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 36% 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! |
Cloak | Gilaharadur the Loambane (Misfortune) (1 def, 0 armour) Gilaharadur the Loambane (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Ignore resists +15% nature +5% lightning On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Defense +1 (+1 eff.) Resistance +12% lightning +9% nature Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +6 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. |
Inventory
movement infusion of the titan (speed 636%; cd 14) movement infusion of the titan (speed 636%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 636% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 94; 15 cd) regeneration infusion of the wizard (heal 94; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. 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 nature talent. |
shatter afflictions rune of the psychic (absorb 49; cd 20) shatter afflictions rune of the psychic (absorb 49; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 49; cd 18) shatter afflictions rune of the psychic (absorb 49; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Nuth (Nightmares) (18-27 power, 2 apr) Ce'Nuth (Nightmares) (18-27 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Psionic Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% acid other ------- Light +3 Infravision +1 Curse of Nightmares Massive two-handed battleaxes. |
Brightthorn the iron greatmaul (Misfortune) (16-25 power, 1 apr) Brightthorn the iron greatmaul (Misfortune) (16-25 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex +1 Con offense ------ Physical Crit +9.0% Physical Power +5 (+2 eff.) Ignore resists +10% light Curse of Misfortune Massive two-handed mauls. |
Glynne (Corpses) (28-43 power, 2 apr) Glynne (Corpses) (28-43 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +1 Str +4 Dex offense ------ Damage +3% blight Accuracy +10 (+5 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +9 (+5 eff.) Resistance +3% physical +6% temporal Disarm Resist +36% Curse of Corpses Massive two-handed mauls. |
Prismpain the steel greatmaul (Misfortune) (27-40 power, 2 apr) Prismpain the steel greatmaul (Misfortune) (27-40 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +13 cold +12 mind +16 arcane On-Hit, radius 1 +4 light While equipped: offense ------ Damage +12% arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 other ------- Light +1 Curse of Misfortune Massive two-handed mauls. |
Sileriassra (Madness) (30-44 power, 2 apr) Sileriassra (Madness) (30-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +16 physical While equipped: Stats +1 Dex offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+5 eff.) defense ------ Defense +7 (+4 eff.) Resistance +1% physical Disarm Resist +28% Curse of Madness Massive two-handed mauls. |
Fogsquall (Corpses) (19-30 power, 1 apr) Fogsquall (Corpses) (19-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +16 physical +8 darkness On Hit: * 10% chance to reduce damage dealt by 16% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Corpses Massive two-handed swords. |
flaming iron greatsword of phasing (Madness) (16-26 power, 8 apr) flaming iron greatsword of phasing (Madness) (16-26 power, 8 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +2.5% Attack Speed 100% Phasing +16% On-Hit, radius 1 +10 fire Curse of Madness Massive two-handed swords. |
cleansing rough leather belt of transcendence (Corpses) cleansing rough leather belt of transcendence (Corpses)1.0 Encumbrance T1 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% acid +5% blight Physical save +5 (+2 eff.) Curse of Corpses A belt that goes around your waist. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Squalorblur the linen cloak (Madness) (1 def, 0 armour) Squalorblur the linen cloak (Madness) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +2 Wil offense ------ Damage +9% cold defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% Mind save +6 (+3 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. |
Windkarma the pair of iron boots (Shrouds) (10 def, 3 armour) Windkarma the pair of iron boots (Shrouds) (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% nature defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +2% Resistance +6% fire +5% cold Life Regen +4.00 Healmod +5% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of speed (Nightmares) (0 def, 1 armour) pair of rough leather boots of speed (Nightmares) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Curse of Nightmares A pair of boots made of leather. |
Driregohor the Tempestrend (Corpses) (0 def, 2 armour) Driregohor the Tempestrend (Corpses) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Con offense ------ On-Hit 7 cold Damage +6% lightning +6% cold defense ------ Armor +2 Resistance +6% cold Crit Resistance 5.00% other ------- Infravision +2 See Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour) Sludgegrip (Corpses) (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
cinder hardened leather gloves of butchering (Misfortune) (0 def, 2 armour) cinder hardened leather gloves of butchering (Misfortune) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) On-Hit 8 fire Damage +3% fire Accuracy +4 (+2 eff.) Ignore Armor +9 defense ------ Armor +2 Resistance +7% blight +6% fire Spell save +11 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of dexterity (+2) (Corpses) (0 def, 1 armour) polar rough leather gloves of dexterity (+2) (Corpses) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 cold Damage +4% cold Accuracy +12 (+6 eff.) defense ------ Armor +1 Resistance +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of the Brotherhood (Misfortune) (1 def, 0 armour) linen wizard hat of the Brotherhood (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Con offense ------ Damage +7% arcane defense ------ Defense +1 (+1 eff.) Curse of Misfortune Arcane Eye: (Instant) Puts all charms on 10 cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rejuvenating iron mail armour of cold resistance (Corpses) (2 def, 4 armour) rejuvenating iron mail armour of cold resistance (Corpses) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% cold Life Regen +2.20 other ------- Stamina/turn +0.50 Curse of Corpses A suit of armour made of mail. |
searing iron mail armour of clarity (Misfortune) (2 def, 4 armour) searing iron mail armour of clarity (Misfortune) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Arcane/Psionic While equipped: offense ------ On-Hit 10 acid 9 fire When Hit 9 acid 9 fire defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +5% mind Mind save +11 (+6 eff.) Curse of Misfortune A suit of armour made of mail. |
hardened leather armour 'Sleetgrinder' (Nightmares) (9 def, 6 armour) hardened leather armour 'Sleetgrinder' (Nightmares) (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +12% acid +3% cold When Hit 2 acid 2 cold defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +20% lightning +6% cold +6% acid Curse of Nightmares A suit of armour made of leather. |
Hanakalthohad the Glintquarry (Madness) (0 def, 11 armour) Hanakalthohad the Glintquarry (Madness) (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +26% acid +6% cold Physical save +15 (+6 eff.) Healmod +15% other ------- Light +3 Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Madness) (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (Madness) (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
6 agate 6 agate0.0 Encumbrance 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +12% other ------- 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. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
evasive iron torque of mindblast [power 110] (15 cooldown) evasive iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown) iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elm wand of conjuration [power 110] (15 cooldown) focusing elm wand of conjuration [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 138 lightning damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
thought-forged steel battleaxe (Nightmares) (23-34 power, 2 apr) thought-forged steel battleaxe (Nightmares) (23-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 mind On Hit: * 14% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +2 Wil Curse of Nightmares Massive two-handed battleaxes. |
Achievements
By golya the Ghoul Cursed level 10
30th Dusk 122nd year of Ascendancy at 06:29 see stats
By golya the Ghoul Cursed level 12
36th Dusk 122nd year of Ascendancy at 20:03 see stats
By golya the Ghoul Cursed level 5
22nd Dusk 122nd year of Ascendancy at 08:36 see stats
By golya the Ghoul Cursed level 13
54th Dusk 122nd year of Ascendancy at 01:22 see stats
By golya the Ghoul Cursed level 13
52nd Dusk 122nd year of Ascendancy at 20:51 see stats
Log
Your movements fuel your rampage! (+1 duration)
There is a stair back to the lake of Nur here (press '' or right click to use).
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Space around you starts to dissolve...
Resting starts...
Golya is no longer rampaging.
The shield around golya crumbles.
Golya slows down.
Golya has finished recovering.
Talent Vitality is ready to use.
Talent Rune: Shielding is ready to use.
Talent Ghoulish Leap is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 16 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
There is a A path into the Old Forest here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.