










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Infinite Cat Points 1.4.0One Cat Point per level. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 26 / 8% |
| Size | small |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 56.817091048378 (base 54) |
| Dexterity | 52 (base 54) |
| Constitution | 57.634182096757 (base 54) |
| Magic | 66.817091048378 (base 54) |
| Willpower | 84.634182096757 (base 54) |
| Cunning | 84.634182096757 (base 54) |
Resources
| Life | 575/575 |
| Hate | 64/100 |
| Healing Factor | 1.1399583054662 |
| Regeneration | 3.1348853400319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +117.29957955368% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 92.627037845391 |
| See Invisible | 104.26121994215 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 45 |
| Crit Chance | 28% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 45 |
| Crit Chance | 29% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Acid | +10% |
| Lightning | +18% |
| Darkness | +15% |
| Cold | +24% |
| Arcane | +15% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 2 |
| Physical Save | 42 |
| Spell Save | 37 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 48%( 70%) |
| Physical | + 48%( 74%) |
| Cold | + 48%( 70%) |
| All | + 45%( 70%) |
| Darkness | + 79%( 80%) |
| Light | + 44%( 70%) |
| Temporal | + 51%( 70%) |
| Lightning | + 67%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Disarm Resistance | 2% |
| Pinning Resistance | 21% |
| Silence Resistance | 59% |
| Confusion Resistance | 100% |
| Fear Resistance | 48% |
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5 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: 2.5 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: 2.5 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 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Advanced shadowmancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Fears | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Shadow Decoy |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+43% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
| beneficial effect | Infinite Dungeon Challenge (Level 23): Exterminator Challenge |
| beneficial effect | Guarding against melee damage: Will dismiss up to 17 damage from the next 2.0 attack(s) with a 11% chance to counterattack. Guarded |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 52 mind and 60 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 81 Mind damage, and deal 93 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+19% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.8)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: +19 Darkness Resistance, +10% 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 19% 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 19% for 3 turns. |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: Random Artifact: Brenoblek (Corpses) (13-18 power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 21): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorFoes left: 42 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | scholar's pair of hardened leather boots of speed (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Spellpower: +5 (+0 eff.) Movement speed: +25% Curse of Shrouds A pair of boots made of leather. |
| Light source | Nefast the SkywreckerInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning Changes damage: +6% lightning Mental save: +7 (+2 eff.) Psi when hit: +0.20 Mindpower: +30 (+7 eff.) Light radius: +4 See stealth: +5 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Greenhunt the linen wizard hat (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% light / +6% nature Changes damage: +3% nature Mental save: +6 (+2 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves of the starseeker (Nightmares) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +2 Mag Changes resistances: +5% light / +7% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 2.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 67.09 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's gold ring of lightning (+24%) (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mindpower: +7 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
| On fingers | Glowransom the copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +9% fire Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Curse of Corpses Rings make your fingers look great! |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 20 power out of 35/35) : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 428 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Emuth the vined mindstar (Misfortune) (6-6 power, 19 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +3% blight / +4% all Changes damage: +2% nature Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +12% Equilibrium when hit: +0.80 Maximum stamina: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Floeclamor (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +3 Wil Changes resistances: +11% lightning / +11% temporal / +6% cold Changes damage: +9% fire / +9% cold Damage against: +18% Summoned Reduced damage from: +25% Summoned Critical mult.: +7.00% Curse of Shrouds A belt that goes around your waist. |
| In off hand | nature's thorny mindstar of life (Nightmares) (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +12% Life regen: +0.50 Maximum life: +19.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | enveloping cashmere cloak of the Shaloren (Nightmares) (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +8 (+2 eff.) 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. |
| Main armor | mummy wrappings of protection (Corpses) (7 def, 4 armour)Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Physical save: +17 (+5 eff.) Spellpower: +7 (+1 eff.) Curse of Corpses Decaying mummy wrappings. |
Inventory
vined mindstar (Nightmares) (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of speed (Nightmares) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% Curse of Nightmares A pair of boots made of leather. |
rough leather gloves of magic (+3) (Madness) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane 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. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Talent mastery: +0.20 Technique / Umbral arts Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
Exterminator
Killed 1000 creatures.By Hod the Yeek Doomed level 25
9th Flare 122nd year of Ascendancy at 16:28 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Hod the Yeek Doomed level 11
7th Mirth 122nd year of Ascendancy at 05:09 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Hod the Yeek Doomed level 21
6th Flare 122nd year of Ascendancy at 03:52 see stats
Level 10
Got a character to level 10.By Hod the Yeek Doomed level 10
4th Mirth 122nd year of Ascendancy at 15:13 see stats
Level 20
Got a character to level 20.By Hod the Yeek Doomed level 20
4th Flare 122nd year of Ascendancy at 19:15 see stats
Size is everything
Did over 1500 damage in one attack.By Hod the Yeek Doomed level 24
8th Flare 122nd year of Ascendancy at 10:47 see stats
Size matters
Did over 600 damage in one attack.By Hod the Yeek Doomed level 13
7th Mirth 122nd year of Ascendancy at 21:42 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Hod the Yeek Doomed level 20
4th Flare 122nd year of Ascendancy at 20:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hod the Yeek Doomed level 20
4th Flare 122nd year of Ascendancy at 21:40 see stats
Log
You gain 1.91 gold from the transmogrification of shielding cashmere wizard hat of darkness (+18%) (Madness) (2 def, 0 armour).
You gain 0.10 gold from the transmogrification of rough leather cap (Misfortune) (0 def, 1 armour).
You gain 1.76 gold from the transmogrification of mindwoven cashmere wizard hat of lightning (+15%) (Shrouds) (2 def, 0 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (Shrouds) (0 def, 1 armour).
You gain 23.03 gold from the transmogrification of pair of iron boots 'Abyssstrike' (Shrouds) (0 def, 3 armour).
You gain 6.80 gold from the transmogrification of verdant silk robe of intensity (Nightmares) (10 def, 0 armour).
You gain 5.54 gold from the transmogrification of mindwoven cashmere robe of alchemy (Shrouds) (7 def, 0 armour).
You gain 5.96 gold from the transmogrification of dreamer's silk robe of power (Misfortune) (10 def, 0 armour).
You gain 1.78 gold from the transmogrification of dwarven-steel waraxe of erosion (Corpses) (18-26 power, 4 apr).
You gain 5.03 gold from the transmogrification of potent yew starstaff of breaching (Nightmares) (23-28 power, 4 apr, temporal element).
You gain 3.04 gold from the transmogrification of potent yew magestaff of might (Shrouds) (24-29 power, 4 apr, cold element).
You gain 7.45 gold from the transmogrification of infernal elven-wood vilestaff (Nightmares) (25-30 power, 5 apr, darkness element).
You gain 13.25 gold from the transmogrification of Pitchrazor (Corpses) (20-24 power, 4 apr, temporal element).
You gain 6.09 gold from the transmogrification of thorny mindstar of storms (Shrouds) (8-8 power, 24 apr, nature damage).
You gain 5.55 gold from the transmogrification of warbringer's stralite longsword (Madness) (36-50 power, 5 apr).
You gain 5.08 gold from the transmogrification of truestriking dwarven-steel longsword of dampening (Misfortune) (22-30 power, 4 apr).
You gain 3.73 gold from the transmogrification of steady yew longbow of acid (Shrouds).
You gain 5.95 gold from the transmogrification of keeper's elven-wood longbow (Shrouds).
You gain 6.37 gold from the transmogrification of thought-forged dwarven-steel greatsword of crippling (Nightmares) (38-62 power, 2 apr).
You gain 9.65 gold from the transmogrification of plaguebringer's dwarven-steel greatsword of evisceration (Madness) (34-54 power, 2 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel greatsword of massacre (Madness) (48-76 power, 2 apr).
You gain 20.00 gold from the transmogrification of Spectral Blade (Nightmares) (26-42 power, 25 apr).
You gain 5.11 gold from the transmogrification of flaming dwarven-steel greatmaul of rage (Misfortune) (44-65 power, 2 apr).
You gain 1.65 gold from the transmogrification of quick steel dagger (Misfortune) (14-18 power, 6 apr).
You gain 3.65 gold from the transmogrification of dwarven-steel battleaxe of shearing (Misfortune) (30-45 power, 2 apr).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50; dur 5; cd 17).
Accepted quest 'Infinite Dungeon Challenge (Level 23): Exterminator'! (Press 'j' to see the quest log)
You feel very confident walking into this place.
You don't see how to get there...













































































