











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.10This 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Cursed |
| Level / Exp | 19 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Ustajan the halfling at level 19 on the 66th Dusk 122nd year of Ascendancy at 23:55 / 1 |
Primary Stats
| Strength | 66.213525491562 (base 44) |
| Dexterity | 21.427050983125 (base 10) |
| Constitution | 57.427050983125 (base 43) |
| Magic | 18.213525491562 (base 11) |
| Willpower | 70.427050983125 (base 44) |
| Cunning | 31.427050983125 (base 10) |
Resources
| Life | -16/619 |
| Positive | 13/84 |
| Hate | 64/104 |
| Healing Factor | 1.1689016940224 |
| Regeneration | 66.949075189485 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +333% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 15 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 22.427050983125 |
| ESP Range | 15 |
| ESP Kinds | vermin/oozes |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 44 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +19% |
| Light | +26% |
| Mind | +22% |
| Blight | +25% |
| Physical | +65% |
| Fire | +19% |
| All | +16% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +10% |
| Mind | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 47.723073231957 (93.924050632911%) |
| Defense | 33 |
| Ranged Defense | 35 |
| Fatigue | 30 |
| Physical Save | 40 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 40%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 47%( 82%) |
| Light | + 54%( 70%) |
| Mind | + 50%( 70%) |
| Physical | + 37%( 74%) |
| Lightning | + 38%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 39% |
| Fear Resistance | 50% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Resistance |
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 16.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | Detects creatures of type vermin/oozes in radius 15. Overseer of Nations |
| beneficial effect | A flow of life spins around the target, regenerating 57.03 life per turn. Regeneration |
| detrimental effect | The target is infected with a mind parasite. Each time it uses a talent it has a 81% chance to have 2 random talent(s) put on cooldown for 11 turns. Mind Parasite |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.2)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 47/47 damage shrugged off this turn) Rampaging |
| detrimental effect | The target is poisoned, taking 135.74 nature damage per turn. Poison |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+43% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 35% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Death |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 10%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 10%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Stalking Ustajan the halfling. Bonus level 1: +18 attack, +11% melee damage, +0.50 hate/turn prey was hit. Stalking 5/573 +1 |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 16%. Strength and Willpower are increased by 8. Poisons and diseases have a 18% chance of being neutralized each turn. Cursed Form |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% 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 21% for 3 turns. |
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 |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. | active |
Equipment
| On feet | Swampstake (Misfortune) (14 def, 12 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Armour +12 Defense +14 (+7 eff.) Fatigue +3% Resists +9% nature ---------- misc Stam/turn +0.60 Curse of Misfortune Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Obsidianhack (20/20, 15-18 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +10.0% Capacity 20 Ranged+ +12 darkness On Hit.r1 +16 darkness On Hit: * 40% chance to gain 10% of a turn (3/turn limit) On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial (Misfortune)1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Curse of Misfortune Call light (126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of strength (+2) (Madness) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- 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. |
| Tool | Bethodhetta the steel torque of clear mind (Shrouds) [power 2] (10 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +3% mind ---------- misc Max.hate +4.00 Curse of Shrouds Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilfering (Nightmares)0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Curse of Nightmares Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | gladiator's steel ring of blinding strikes (Shrouds)0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 25 light Ranged+ 21 light On Hit (Melee): * 20% chance to blind On Hit (Ranged): * 11% chance to blind Curse of Shrouds Rings can have magical properties. |
| Around waist | Isluvea the Cloudvagrant (Corpses)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% lightning +10% blight Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning +6% fire +6% cold Curse of Corpses A belt that goes around your waist. |
| In main hand | insidious dwarven-steel greatmaul of massacre (Corpses) (48.5-72.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature/Master Power 48.5 - 72.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +30 insidious poison Curse of Corpses Massive two-handed mauls. |
| On hands | Gloryba the Burnbutcher (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Dmg.mod +3% fire Acc +12 (+4 eff.) ----- def ----- Armour +1 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening steel plate armour of command (Misfortune) (11 def, 14 armour)17.0 T2 massive armor [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +14 Defense +11 (+5 eff.) Fatigue +22% Mind.save +22 (+8 eff.) Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | cashmere cloak of mindcraft (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs (Nightmares)0.1 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 Curse of Nightmares 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
regeneration infusion of the warrior (heal 285 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring of corrosion (+20%) (Shrouds)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Curse of Shrouds Rings can have magical properties. |
copper ring of fire (+20%) (Misfortune)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Curse of Misfortune Rings can have magical properties. |
mule's steel ring of frost (+22%) (Shrouds)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +20 Curse of Shrouds Rings can have magical properties. |
warrior's copper ring (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Curse of Madness Rings can have magical properties. |
Bill's Tree Trunk (Madness) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Madness Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Islyma the iron mace (Misfortune) (19-26.6 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Phys.save +15 (+5 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.20 Curse of Misfortune Blunt and deadly. |
balanced iron waraxe (Misfortune) (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Curse of Misfortune One-handed war axes. |
steel waraxe 'Kindleravager' (Shrouds) (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 cold On Crit.r2 +8 light On Hit: * Random elemental explosion While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% acid +7% physical +8% cold +7% lightning +9% fire ----- def ----- Resists +3% mind Disarm- +16% Curse of Shrouds One-handed war axes. |
Stormlash (Misfortune) (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Curse of Misfortune Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.06 to 42.17 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
insulating rough leather belt (Madness)1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% cold +5% fire Curse of Madness A belt that goes around your waist. |
thick linen cloak (Nightmares) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold 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. |
Silk Current (Nightmares) (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
Silora the Cracklequick (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% lightning Acc +4 (+1 eff.) Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning Die.at -40.00 life ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Misfortune A pair of boots made of leather. |
grounding pair of iron boots (Madness) (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal 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. |
stealthy pair of rough leather boots (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Fatigue +1% Stealth +5 Curse of Corpses A pair of boots made of leather. |
Flamewrought (Corpses) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Curse of Corpses Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 61.51 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. |
storm rough leather gloves of strength (+2) (Shrouds) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing linen wizard hat of corrosion (+16%) (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid Phys.save +6 (+2 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
cleansing iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight Curse of Nightmares A suit of armour made of mail. |
Toxinquick (Shrouds) (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +12% acid +16% cold +6% nature Curse of Shrouds A suit of armour made of metal plates. |
Coral Spray (Misfortune) (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
7 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. |
41 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (Nightmares) (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (Nightmares) (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (Madness) (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 lantern of focus (Nightmares)2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 Curse of Nightmares 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich (Nightmares)1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+6 eff.) Melee Ret 12 darkness Curse of Nightmares Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
2 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. |
3 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Exterminator (Roguelike)
Killed 1000 creatures.By hiet the Higher Cursed level 17
39th Dusk 122nd year of Ascendancy at 01:48 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By hiet the Higher Cursed level 18
53rd Dusk 122nd year of Ascendancy at 01:31 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hiet the Higher Cursed level 15
8th Dusk 122nd year of Ascendancy at 00:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By hiet the Higher Cursed level 10
3rd Summertide 122nd year of Ascendancy at 04:20 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By hiet the Higher Cursed level 17
37th Dusk 122nd year of Ascendancy at 14:57 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By hiet the Higher Cursed level 16
33rd Dusk 122nd year of Ascendancy at 01:50 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By hiet the Higher Cursed level 16
33rd Dusk 122nd year of Ascendancy at 01:50 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By hiet the Higher Cursed level 13
5th Dusk 122nd year of Ascendancy at 23:02 see stats
The secret city (Roguelike)
Discovered the truth about mages.By hiet the Higher Cursed level 6
79th Pyre 122nd year of Ascendancy at 22:16 see stats
Log
Ustajan the halfling's Slime Spit hits Terror for 30 nature damage.
Bloated ooze hits Terror for 3 nature damage.
Ustajan the halfling's nature damage is no longer so potent.
Hiet's mania hastens Healing Light.
Hiet has shrugged off 47 damage and is ready for more.
Your summoned terror disappears.
Ustajan the halfling shares damage with her oozes!
hiet receives 33 healing from Unnatural Body.
hiet receives 30 healing.
Insidious Poison from Hiet hits Ustajan the halfling for 2 nature damage.
Poison from Ustajan the halfling hits hiet for 27 nature damage.
Vzalof the dwarf uses Throwing Knives.
Vzalof the dwarf deactivates Stealth.
Bloated ooze slows down.
Ustajan the halfling's Slime Spit hits Bloated ooze for 11 nature damage.
Terror is poisoned!
Vzalof the dwarf's Throwing Knife hits Terror for 85 physical damage.
Hiet uses Infusion: Regeneration.
Hiet starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Hiet talent 'Infusion: Wild' is disrupted by the mind parasite.
Hiet talent 'Frenzy' is disrupted by the mind parasite.
Ustajan the halfling evades Terror.
Poison from Ustajan the halfling hits Terror for 34 nature damage.
Your summoned terror disappears.
Ustajan the halfling uses Oozebeam.
Ustajan the halfling's mind surges with critical power!
Your hatred grows even as your life fades! (+13 hate)
Saving game...



































































































