













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 24 / 20% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 17.340449927278 (base 10) |
| Constitution | 33.340449927278 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 95.633222579068 (base 54) |
| Cunning | 59.29277265179 (base 47) |
Resources
| Life | 722/722 |
| Hate | 45/100 |
| Equilibrium | 48 |
| Healing Factor | 1.2566774920625 |
| Regeneration | 8.1055698238029 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +747.8996677372% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 10.340449927278 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 55 |
| Crit Chance | 18% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 55 |
| Crit Chance | 18% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Mind | +21% |
| Nature | +15% |
| Physical | +8% |
| Cold | +24% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Physical | +5% |
| Fire | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 6 |
| Physical Save | 24 |
| Spell Save | 35 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 30%( 70%) |
| Mind | + 37%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 30%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 38%( 72%) |
| Darkness | + 42%( 79%) |
| Fire | + 30%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Silence Resistance | 10% |
| Confusion Resistance | 30% |
| Fear Resistance | 28% |
| Stun Resistance | 100% |
| Poison Resistance | 11% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 mental effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Moving at extreme speed (748% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% 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 16% for 3 turns. |
| 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 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 58 mind and 50 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 98 Mind damage, and deal 86 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health 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 enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You 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 successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
Escort the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara) | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 the fox. 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 sandworm tooth. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed pouch of faeros ash. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tarryblek the Hazegash (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +20 (+5 eff.) Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 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. |
| Light source | Torchoath2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +20% fire ----- def ----- Defense +10 (+5 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +10% ---------- 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. |
| On head | Crown of Command (Misfortune) (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Curse of Misfortune Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Spellhunt Remnants (Shrouds) (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Smearravager [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +1 Dex dps ---------- Res.pen +5% nature +5% physical Acc +20 (+10 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +9% nature Blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | treant's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% nature +7% blight HP.reg +1.00 Poison- +11% Disease- +10% Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | Saluda the Icehunger0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Con +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Resists +6% mind Mind.save +8 (+2 eff.) Confus- +10% Amulets make your neck look great! |
| In main hand | Tideglean the living mindstar (Corpses) (16-18 power, 48 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.0 - 17.6 Mind Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +5.0% Atk.spd 100% Melee+ +8 arcane While equipped: dps ---------- Mind.crit +15% Mind.pwr +24 (+6 eff.) Melee+ 11 mind 9 darkness Dmg.mod +18% cold +6% mind +6% darkness Res.pen +10% cold ---------- misc Mana/s.crit +2.00 Hate/m.crit +4.00 Psi/m.crit +4.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Chaneg the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Wil ----- def ----- Defense +5 (+3 eff.) Resists +3% nature Crit.chn- 15.00% Max.HP +32.00 Silence- +10% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Psionic Fury (Madness) (12-13 power, 30 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +30 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +8% Mind.pwr +14 (+4 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Curse of Madness Release a wave of psionic power, dealing 268.79 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Cloak | linen cloak 'Hydrarin' (Shrouds) (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical ----- def ----- Defense +11 (+6 eff.) Max.HP +31.00 ---------- misc Max.stam +30.00 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. |
| Main armor | woollen robe of life (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +9% all Max.HP +55.00 HP.reg +2.20 Heal.mod +14% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
rogue's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% physical ----- def ----- Defense +6 (+3 eff.) Resists +10% physical Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Madness Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 125.35 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying mossy mindstar (Shrouds) (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Runuthad the vined mindstar (Nightmares) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +19 (+5 eff.) Melee+ 6 physical Dmg.mod +3% nature +4% physical Res.pen +8% physical Melee Ret 4 temporal ----- def ----- Resists +4% blight +6% physical Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (Shrouds) (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +5% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eilinuta the linen robe (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +16% cold +3% fire +7% all Stun/Frz- +20% Knockbk- +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glacierhunt (Misfortune) (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +16% mind +10% lightning Res.pen +20% arcane +10% cold ----- def ----- Resists +15% lightning +13% darkness +9% cold +28% mind +11% all Phys.save +13 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (Misfortune) (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+7 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Curse of Misfortune Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 72.86 to 218.58 lightning damage (145.72 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Urulalen (Corpses)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +3% blight +5% fire +6% cold Disease- +20% Curse of Corpses A belt that goes around your waist. |
linen cloak 'Bokachik' (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +6 Con dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.stam +20.00 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 'Mardothel' (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Spell.save +9 (+5 eff.) Max.HP +40.00 ---------- misc Max.hate +2.00 Max.psi +10.00 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. |
Grinekath the pair of rough leather boots (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +5 Con ----- def ----- Armour +1 Resists +5% arcane ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +3 See.Invis +3 Curse of Madness A pair of boots made of leather. |
Umbraclamor (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +18% darkness Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +6% nature Max.HP +60.00 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. |
restful hardened leather gloves of strength (+3) (Madness) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+4 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +18.00 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. |
Armenik (Shrouds) (0 def, 11 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +11 Fatigue +1% Resists +9% mind +3% darkness Crit.chn- 5.00% Pinning- +10% Curse of Shrouds A cap made of leather. |
Duryroddalen (Nightmares) (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +1% physical Phys.save +10 (+5 eff.) Mind.save +3 (+1 eff.) Blind- +20% Disarm- +10% Curse of Nightmares A cap made of leather. |
Duveran the Duskslice (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind Res.pen +15% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% fire +10% mind +6% nature Curse of Nightmares A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (Madness) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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. |
13 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. |
9 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
181 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. |
Xanidhemina the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +9% blight +6% nature +3% mind +3% darkness Blind- +10% ---------- misc 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 Heal.mod +12% ---------- 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 38 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Hellsnaught [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% cold +6% temporal +3% nature +3% fire Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Halyrion the Shockwire [power 160] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +21% lightning +5% arcane Spell.save +9 (+5 eff.) Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 423 Base Damage: 199 Armor: 12 All Resist: 3 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Babasajt the Thalore Doomed level 22
33rd Dusk 122nd year of Ascendancy at 06:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Babasajt the Thalore Doomed level 24
57th Dusk 122nd year of Ascendancy at 08:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Babasajt the Thalore Doomed level 10
7th Mirth 122nd year of Ascendancy at 05:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Babasajt the Thalore Doomed level 20
21st Dusk 122nd year of Ascendancy at 00:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Babasajt the Thalore Doomed level 24
67th Dusk 122nd year of Ascendancy at 11:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Babasajt the Thalore Doomed level 8
5th Mirth 122nd year of Ascendancy at 08:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Babasajt the Thalore Doomed level 8
4th Mirth 122nd year of Ascendancy at 03:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Babasajt the Thalore Doomed level 17
12nd Dusk 122nd year of Ascendancy at 09:53 see stats
Log
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Shadow casts Phase Door.
Ran for 29 turns (stop reason: at exit).
You gain 14.37 gold from the transmogrification of Barkwild the hardened leather belt (Shrouds).
You gain 17.24 gold from the transmogrification of Brenafast the dwarven-steel shield (Shrouds) (0 def, 6 armour, 84 block).
You gain 25.00 gold from the transmogrification of Cuthokalthohad (Corpses) (19-25 power, 7 apr).
You gain 12.05 gold from the transmogrification of Rotriver (Madness) (10-15 power, 3 apr).
You gain 7.93 gold from the transmogrification of ethereal ash starstaff of channeling (Corpses) (15-18 power, 3 apr, darkness element).
Ran for 7 turns (stop reason: hostile spotted to the northeast (Hallowed Ghost)).
Babasajt uses Infusion: Movement.
Babasajt is moving at extreme speed!
Hallowed Ghost activates Exoskeleton.
A stairway out appears at your feet. The Lord says: 'And remember, you are MINE. I will call you.'
Quest 'Trapped!' status updated! (Press 'j' to see the quest log)
Quest 'Trapped!' is done! (Press 'j' to see the quest log)
Quest 'Trapped!' completed! (Press 'j' to see the quest log)
Personal New Achievement: Poisonous (Insane (Roguelike) difficulty)!
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
As you depart the assassin lord says: 'And do not forget, I own you now.'
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)









































































































