Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Forbidden Cults 1.6.0Official 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.
Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/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. Better Item Description 1.6.0This 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 Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 17 / 91% |
Size | big |
Lifes / Deaths | Killed by Xethra the corrupted war dog at level 17 on the 30th Profit 122nd year of Ascendancy at 14:42 / 2Killed by Xethra the corrupted war dog at level 17 on the 30th Profit 122nd year of Ascendancy at 14:47 |
Primary Stats
Strength | 114 (base 100) |
Dexterity | 99 (base 100) |
Constitution | 104 (base 100) |
Magic | 98 (base 100) |
Willpower | 109 (base 100) |
Cunning | 105 (base 100) |
Resources
Life | 556/520 |
Hate | 100/100 |
Healing Factor | 1.924598540146 |
Regeneration | 4.3303467153286 |
Speed
Mental | +63.994435304843% |
Attack | +63.994435304843% |
Movement | +400.71874303398% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 96.30662555293 |
See Invisible | 96.30662555293 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 134 |
Accuracy | 72 |
Crit Chance | 30% |
APR | 22 |
Speed | 0.61 |
Offense: Spell
Spellpower | 17.333333333333 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 32% |
Speed | 0.60977678793865 |
Offense: Damage Bonus
Darkness | +19% |
Blight | +15% |
Physical | +69% |
Cold | +13% |
All | +10% |
Offense: Damage Penetration
Physical | +10% |
Defense: Base
Armour (hardiness) | 34.084537089062 (97.241379310345%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 30 |
Physical Save | 60 |
Spell Save | 57 |
Mental Save | 62 |
Defense: Resistances
Darkness | + 15%( 70%) |
Acid | + 18%( 70%) |
Light | + 18%( 70%) |
Nature | + 20%( 70%) |
Blight | + 35%( 70%) |
Physical | + 16%( 70%) |
Cold | + 38%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Bleed Resistance | 20% |
Confusion Resistance | 55% |
Fear Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Gloom |
talent | Stalk |
beneficial effect | The target is rampaging! (+401% movement speed, +64% attack speed, +64% mind speed, +47% physical damage, +25 physical save, +25 mental save, 0/88 damage shrugged off this turn) Rampaging |
detrimental effect | The target is poisoned, taking 86.65 nature damage per turn. Deadly Poison |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 4. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 135%. Scoundrel's Strategies |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Yvirelaith the deformed wolf. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. | 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 | Nerivena (Misfortune) (0 def, 3 armour) Nerivena (Misfortune) (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Armour +3 Fatigue +2% Resists +1% physical HP.reg +2.00 Heal.mod +11% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | deadly quiver of elm arrows of daylight (21/21, 22.5-31.5 power, 5 apr) deadly quiver of elm arrows of daylight (21/21, 22.5-31.5 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Ranged+ +11 light Against +11% Undead Arrows are used with bows to pierce your foes to death. |
On hands | Dureroneg (Shrouds) (0 def, 1 armour) Dureroneg (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+1 eff.) Apr +6 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% blight Spell.save +8 (+3 eff.) Mind.save +3 (+0 eff.) ---------- misc Max.psi +40.00 Telepathy Demon/Minor Demon/Major Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Fulysazor the iron helm (Nightmares) (6 def, 3 armour) Fulysazor the iron helm (Nightmares) (6 def, 3 armour)3.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +5% Resists +6% nature +5% blight Heal.mod +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Around waist | Iceswift (Shrouds) Iceswift (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% cold ----- def ----- Resists +9% blight +12% cold Spell.save +6 (+2 eff.) ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
Main armor | Flashhash (Nightmares) (0 def, 7 armour) Flashhash (Nightmares) (0 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +3% acid +15% cold Mind.save +9 (+2 eff.) ---------- misc Light +2 Telepathy Humanoid/Orc Curse of Nightmares A suit of armour made of metal plates. |
In main hand | iron greatmaul 'Umbrafurnace' (Shrouds) (25-37.5 power, 1 apr) iron greatmaul 'Umbrafurnace' (Shrouds) (25-37.5 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +8 mind While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Spell.save +9 (+3 eff.) Heal.mod +5% ---------- misc Equi/ret +0.04 Curse of Shrouds Massive two-handed mauls. |
Light source | Ivariarin the brass lantern Ivariarin the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +3% light Phys.save +3 (+0 eff.) ---------- 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. |
Cloak | Oledir the linen cloak (Shrouds) (1 def, 0 armour) Oledir the linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +1 (+0 eff.) Heal.mod +20% Cut- +20% 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 | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Gedin the Taintbutcher Gedin the Taintbutcher0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck dps ---------- Dmg.mod +3% mind Res.pen +5% mind Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +6% nature Unseen.red 10% ---------- misc Max.hate +6.00 Max.psi +40.00 Amulets can have magical properties. |
steel battleaxe 'Duvidar' (Madness) (23.5-35.25 power, 2 apr) steel battleaxe 'Duvidar' (Madness) (23.5-35.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master/Psionic Power 23.5 - 35.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +3 Dex +1 Cun dps ---------- Crit.mult +5.00% Phys.spd +10% Dmg.mod +9% mind Acc +17 (+4 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +29% Curse of Madness Massive two-handed battleaxes. |
Unerring Scalpel (Corpses) (15-19.5 power, 25 apr) Unerring Scalpel (Corpses) (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Madness) (7-7.7 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+ +0.3% 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 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 319.51 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar 'Isirin' (Shrouds) (4.5-4.95 power, 18 apr, nature damage) vined mindstar 'Isirin' (Shrouds) (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 acid While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Resists +9% acid Spell.save +3 (+1 eff.) Max.HP +11.00 HP.reg +0.70 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. |
River's Fury (Shrouds) (23-32.2 power, 8 apr) River's Fury (Shrouds) (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Curse of Shrouds Tidal Wave: Level 1.0 Pwr.cost 45 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.96 cold damage and 8.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (Misfortune) (20-28 power, 4 apr) Skullcleaver (Misfortune) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Wretchwitch (Corpses) (14-19.6 power, 3 apr) Wretchwitch (Corpses) (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +4 lightning On Crit.r2 +4 nature On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +10% nature ----- def ----- Resists +3% lightning +3% nature Curse of Corpses One-handed war axes. |
steel waraxe 'Relgutodelar' (Madness) (13-18.2 power, 3 apr) steel waraxe 'Relgutodelar' (Madness) (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature +8 light Against +5% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Resists +3% lightning Poison- +20% Curse of Madness One-handed war axes. |
Silk Current (Nightmares) (12 def, 0 armour) Silk Current (Nightmares) (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Flamewrought (Corpses) (0 def, 2 armour) Flamewrought (Corpses) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 97.37 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (Madness) (0 def, 0 armour) Sludgegrip (Madness) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
Blindobeisance (Madness) (0 def, 3 armour) Blindobeisance (Madness) (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +10% cold ---------- misc Light +1 Breathe water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (Madness) (0 def, 0 armour) Cloud Caller (Madness) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +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: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 62.99 to 188.98 lightning damage (125.99 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
dwarven-steel mail armour 'Bethemira' (Madness) (3 def, 8 armour) dwarven-steel mail armour 'Bethemira' (Madness) (3 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% acid +15% blight Max.HP +41.00 HP.reg +4.00 Disease- +20% Silence- +20% Stun/Frz- +20% ---------- misc Telepathy Dragon Curse of Madness A suit of armour made of mail. |
steel mail armour 'Lightspawn' (Madness) (2 def, 6 armour) steel mail armour 'Lightspawn' (Madness) (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +15% darkness Melee Ret 2 light ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% cold +20% light +11% darkness Mind.save +10 (+2 eff.) Curse of Madness A suit of armour made of mail. |
dwarven-steel shield 'Sunvengeance' (Corpses) (0 def, 6 armour, 31.5-37.8 power, 84.5 block) dwarven-steel shield 'Sunvengeance' (Corpses) (0 def, 6 armour, 31.5-37.8 power, 84.5 block)7.0 T3 shield armor [Rare] Psionic When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +84 Melee+ +16 lightning +18 physical On Hit.r1 +20 fire While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Armour +6 Fatigue +8% Resists +16% physical +21% fire Shield.near.proj +56 Proj.slow +27% ---------- misc Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major Talents +1 Block Curse of Corpses Handheld deflection devices. |
steel shield 'Glarewreck' (Madness) (0 def, 5 armour, 13-15.6 power, 72 block) steel shield 'Glarewreck' (Madness) (0 def, 5 armour, 13-15.6 power, 72 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +72 Melee+ +4 acid On Hit: * 20% chance to reduce armor by 20% While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +3% acid Melee Ret 3 lightning ----- def ----- Armour +5 Fatigue +8% Resists +17% fire ---------- misc Light +1 Talents +1 Block Curse of Madness Handheld deflection devices. |
2 agate 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. |
Demonic Soul 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 5 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 85.61 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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 Chest 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. |
Iron Acorn Iron Acorn0.0 T1 trinket misc [Plot Item] Master A small acorn, crafted crudely out of iron. |
4 ametrine 4 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. |
7 citrine 7 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. |
6 zircon 6 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
By Törp the Dwarf Cursed level 10
15th Profit 122nd year of Ascendancy at 17:03 see stats
By Törp the Dwarf Cursed level 9
15th Profit 122nd year of Ascendancy at 11:57 see stats
By Törp the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 16:19 see stats
By Törp the Dwarf Cursed level 13
22nd Profit 122nd year of Ascendancy at 06:32 see stats
By Törp the Dwarf Cursed level 16
27th Profit 122nd year of Ascendancy at 13:11 see stats
By Törp the Dwarf Cursed level 17
30th Profit 122nd year of Ascendancy at 14:42 see stats
Log
Törp hits Adima the shadow claw for 10 darkness, 18 mind (28 total damage).
Törp hits Xethra the corrupted war dog for (13 blocked), 0 darkness, 15 mind (15 total damage).
Adima the shadow claw uses Willful Strike.
Xethra the corrupted war dog uses Implant: Steam Generator.
Adima the shadow claw hits Törp for 59 physical damage.
Adima the shadow claw is weakened by the gloom.
Talent Blindside is ready to use.
The cursed miasma around Xethra the corrupted war dog dissipates.
Xethra the corrupted war dog notices you at the last moment!
Xethra the corrupted war dog evades Törp.
Mindrot hits Xethra the corrupted war dog for 10 mind, 9 darkness (20 total damage).
Mindrot hits Adima the shadow claw for 13 mind, 7 darkness (20 total damage).
Törp hits Adima the shadow claw for 10 darkness, 19 mind (29 total damage).
Xethra the corrupted war dog uses Swift Shot.
You fight through the pain! (+29 hate)
Törp is poisoned!
Törp's Dig is disrupted by his wounds!
Xethra the corrupted war dog's Swift Shot hits Törp for 357 physical, 6 fire (363 total damage).
Adima the shadow claw uses Mind Sear.
Adima the shadow claw hits Törp for 26 mind damage.
Xethra the corrupted war dog shoots!
Xethra the corrupted war dog's Shoot performs a ranged critical strike against Törp!
Your hatred grows even as your life fades! (+7 hate)
Your hatred grows even as your life fades! (+4 hate)
Törp's Infusion: Wild is disrupted by his wounds!
Your hatred grows even as your life fades! (+4 hate)
Törp begins rampaging!
Poison bursts out of Törp's corpse!
Saving game...