











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 17 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Xenn the bandit at level 17 on the 39th Profit 122nd year of Ascendancy at 15:30 / 1 |
Primary Stats
| Strength | 37 (base 33) |
| Dexterity | 16 (base 10) |
| Constitution | 37 (base 27) |
| Magic | 9 (base 10) |
| Willpower | 39 (base 30) |
| Cunning | 10 (base 10) |
Resources
| Life | -6/670 |
| Hate | 44/100 |
| Healing Factor | 0.92535597778718 |
| Regeneration | 0.23133899444679 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.0412118096356E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 44 |
| Crit Chance | 2% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Nature | +3% |
| Cold | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.522593642275 (62.32946707186%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 5 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 18%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Silence Resistance | 21% |
| Confusion Resistance | 81% |
| Fear Resistance | 20% |
| Knockback Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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. |
| 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 511% 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 Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
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 |
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 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. | 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 | Brenorab the Blizzardwish (Shrouds) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +3% acid Silence- +21% Confus- +21% Stun/Frz- +21% 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. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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 | Brenyzilarain the Nightream (Nightmares) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +11% darkness +3% nature +11% light Blind- +20% Stun/Frz- +10% Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% 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)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. |
| On fingers | mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | Mighty Girdle (Nightmares)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 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! |
| On hands | Harundur (Corpses) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +2 Wil dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Crit.dmg- 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | iron mail armour 'Manestir' (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Wil +4 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +12% cold +16% fire Curse of Madness A suit of armour made of mail. |
| Cloak | linen cloak 'Betuyakira' (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +30 (+10 eff.) On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +1% physical +3% temporal Max.HP +30.00 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. |
| Around neck | warrior's copper amulet of mastery (0.10 Cursed / Cursed form)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.10 Cursed/Cursed form Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 448%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 592%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 592% 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 duelist (heal 145; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
archmage's copper amulet0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +4% acid +4% fire +5% cold +4% lightning Amulets make your neck look great! |
copper amulet 'Bokirath'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 2 physical ----- def ----- Armour +10 Defense +15 (+14 eff.) Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
insulating steel amulet of mastery (0.12 Cursed / Cursed form)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.12 Cursed/Cursed form Amulets make your neck look great! |
warrior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid Rings make your fingers look great! |
iron battleaxe (Madness) (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
steel battleaxe (Corpses) (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
Unerring Scalpel (Nightmares) (15-20 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares 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. |
steel dagger of massacre (Nightmares) (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Curse of Nightmares Sharp, short and deadly. |
hateful iron greatmaul of massacre (Corpses) (24-36 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master/Psionic Power 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Curse of Corpses Massive two-handed mauls. |
steel greatmaul (Shrouds) (32-47 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
steel greatmaul of daylight (Corpses) (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 light Against +13% Undead Curse of Corpses Massive two-handed mauls. |
iron greatsword 'Fogmaster' (Madness) (27-43 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +2 Resists +6% nature Phys.save +3 (+2 eff.) ---------- misc Max.hate +2.00 Curse of Madness Massive two-handed swords. |
iron longsword 'Quenchgrit' (Corpses) (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +16 cold On Crit.r2 +12 cold While equipped: dps ---------- Res.pen +5% all Acc +9 (+3 eff.) Apr +6 ----- def ----- Crit.dmg- 15.00% HP.reg +4.00 Blind- +10% ---------- misc Equi/ret +0.08 Curse of Corpses Sharp, long, and deadly. |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Misfortune Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 56.24 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (112). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (Shrouds) (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+ +0.2% 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 Shrouds 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. |
steel waraxe (Nightmares) (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Curse of Nightmares One-handed war axes. |
Vilewinter (Misfortune)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Max.HP +30.00 ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Curse of Misfortune A belt that goes around your waist. |
Brightquick (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 15.00% Max.HP +30.00 ---------- misc Infravis +1 See.Invis +3 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Velewyn' (Misfortune) (21 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +21 (+17 eff.) Resists +1% physical Max.HP +32.00 ---------- misc Stam/turn +3.00 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. |
linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) 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. |
Silk Current (Corpses) (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+12 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
pair of rough leather boots (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Curse of Shrouds A pair of boots made of leather. |
pair of rough leather boots (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Curse of Shrouds A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +11.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glintterror the dwarven-steel gauntlets (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% light Acc +7 (+2 eff.) Apr +4 Melee Ret 8 light ----- def ----- Armour +2 Fatigue +3% Resists +3% nature Phys.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Disarm- +22% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 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 Nightmares Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Winterstriker the rough leather gloves (Madness) (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness +6% cold Acc +25 (+8 eff.) ----- def ----- Armour +1 Resists +5% darkness Phys.save +6 (+3 eff.) Max.HP +60.00 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. |
blighted iron gauntlets of dexterity (+3) (Misfortune) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves (Misfortune) (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +3% physical ----- def ----- Armour +7 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. |
Cloud Caller (Misfortune) (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 Misfortune Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Kindlereign (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +3% fire Die.at -60.00 life HP.reg +2.00 Curse of Nightmares A cap made of leather. |
Morbusspiker (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +3% nature Curse of Nightmares A cap made of leather. |
eldritch linen wizard hat of blight (+11%) (Madness) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +11% blight ----- def ----- Defense +1 (+1 eff.) Resists +11% blight ---------- misc Mana/turn +0.90 Mana/ret +0.80 Max.mana +40.00 Curse of Madness Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (Madness) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Curse of Madness A cap made of leather. |
enlightening iron mail armour (Shrouds) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Mind.save +11 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
iron mail armour (Corpses) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
iron plate armour of resilience (Madness) (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Max.HP +20.00 Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
high-capacity quiver of elm arrows (45/45, 14-19 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 45 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
11 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. |
63 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mireoath (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Dmg.mod +12% nature Res.pen +5% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe 'Cleansedash' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +12% darkness On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +3% acid +3% cold +5% arcane ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
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. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By cursed man the Dwarf Cursed level 10
1st Profit 122nd year of Ascendancy at 03:53 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By cursed man the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 08:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By cursed man the Dwarf Cursed level 8
1st Acquisition 122nd year of Ascendancy at 15:22 see stats
Log
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Blindside.
Cursed man uses Reckless Charge.
Something repels an attack from cursed man.
Cursed man picks up (j.): steel battleaxe (Corpses) (22-34 power, 2 apr).
You pickup 0.56 gold pieces.
Something performs a ranged critical strike against cursed man!
Cursed man resists Something's 'Epidemic'!
Cursed man is poisoned!
Something hits cursed man for 26 physical, 6 lightning, 5 blight (37 total damage).
Xenn the bandit uses Block.
Xenn the bandit is weakened by the gloom.
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Talent Harass Prey is ready to use.
Mindrot hits Xenn the bandit for 1 mind, (1 blocked), 0 darkness (1 total damage).
Deadly Poison from Xenn the bandit hits cursed man for 12 nature damage.
Xenn the bandit uses Bash and Smash.
Cursed man instinctively hardens his skin and ignores the attack!
cursed man repels an attack from Xenn the bandit.
Poison bursts out of Cursed man's corpse!
Cursed man is no longer pinned.
Cursed man is not stunned anymore.
Deadly Poison from Xenn the bandit hits cursed man for 10 nature damage.
cursed man the level 17 dwarf cursed was splurged to death by Xenn the bandit on level 1 of The Maze.























































































