Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 21 / 20% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 21 on the 5th Haze 122nd year of Ascendancy at 04:37 / 2Killed by Horned Horror at level 21 on the 5th Haze 122nd year of Ascendancy at 04:51 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 13 (base 10) |
Constitution | 17 (base 10) |
Magic | 10 (base 10) |
Willpower | 59 (base 39) |
Cunning | 58 (base 50) |
Resources
Life | -169/399 |
Hate | 107/107 |
Healing Factor | 1.3229415192739 |
Regeneration | 6.2839722165509 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 21 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 5 |
Physical Save | 25 |
Spell Save | 22 |
Mental Save | 38 |
Defense: Resistances
Arcane | + 5%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Light | 0%( 70%) |
Physical | + 1%( 70%) |
Darkness | 0%( 70%) |
Cold | 0%( 70%) |
Fire | + 6%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Teleport Resistance | 20% |
Confusion Resistance | 48% |
Fear Resistance | 28% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -170 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 339 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by thief. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots (Shrouds) (0 def, 1 armour) 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. |
Light source | brass lantern 'Chigund' brass lantern 'Chigund'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +5% arcane Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +11% ---------- 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 | rough leather cap 'Cobraserpent' (Corpses) (15 def, 1 armour) rough leather cap 'Cobraserpent' (Corpses) (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Acc +15 (+8 eff.) On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue +1% ---------- misc Stam/turn +2.00 Curse of Corpses A cap made of leather. |
On hands | cinder rough leather gloves (Madness) (0 def, 1 armour) cinder rough leather gloves (Madness) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire 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. |
Tool | steel torque of psionic shield [power 43] (8/25 cooldown) steel torque of psionic shield [power 43] (8/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Isima' copper ring 'Isima'0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Resists +3% mind +1% physical Phys.save +12 (+6 eff.) Heal.mod +5% Silence- +21% Confus- +20% Teleport- +20% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
On fingers | gladiator's steel ring of misery gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +7 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 10% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | vined mindstar of life (Nightmares) (4-5 power, 18 apr, nature damage) vined mindstar of life (Nightmares) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | rough leather belt 'Daimeblek' (Shrouds) rough leather belt 'Daimeblek' (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Apr +1 On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Die.at -40.00 life Curse of Shrouds A belt that goes around your waist. |
In off hand | creative vined mindstar of life (Corpses) (5-6 power, 18 apr, mind damage) creative vined mindstar of life (Corpses) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Grinyrestir the Wretchbrand (Nightmares) (1 def, 0 armour) Grinyrestir the Wretchbrand (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) Dmg.mod +3% lightning +6% fire +6% nature Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +3% nature +3% lightning 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 | troll-hide rough leather armour of command (Shrouds) (9 def, 6 armour) troll-hide rough leather armour of command (Shrouds) (9 def, 6 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +6% Mind.save +13 (+5 eff.) Max.HP +32.00 HP.reg +3.40 Heal.mod +10% Curse of Shrouds A suit of armour made of leather. |
Inventory
movement infusion (speed 400%; cd 11) movement infusion (speed 400%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 warrior (speed 482%; cd 12) movement infusion of the warrior (speed 482%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 482% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; mental; dur 3; cd 12) wild infusion of the warrior (res 21%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Shiverrot the steel ring Shiverrot the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 8 cold ----- def ----- Resists +21% cold +3% nature +3% darkness Max.HP +25.00 Disarm- +25% Pinning- +21% Knockbk- +28% Rings make your fingers look great! |
copper ring 'Snowshear' copper ring 'Snowshear'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Con dps ---------- Res.pen +5% cold Acc +6 (+3 eff.) Melee Ret 6 cold ----- def ----- Resists +3% nature +3% cold ---------- misc See.Invis +6 Rings make your fingers look great! |
savage's steel ring of tenacity savage's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) Max.HP +28.00 Disarm- +20% Pinning- +20% Knockbk- +23% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
caller's vined mindstar (Shrouds) (6-7 power, 18 apr, mind damage) caller's vined mindstar (Shrouds) (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +8% physical Res.pen +3% acid +3% fire +3% cold +3% physical ----- def ----- Heal/summ +16 ---------- misc Max.summ +1 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of frost (Madness) (2-3 power, 12 apr, mind damage) mossy mindstar of frost (Madness) (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 7 cold Dmg.mod +6% cold Res.pen +4% cold ----- def ----- Armour +7 Resists +4% cold ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. |
Eclipse (Corpses) (18-22 power, 4 apr, darkness element) Eclipse (Corpses) (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+11 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 Curse of Corpses This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
surging ash vilestaff of illumination (Madness) (15-18 power, 3 apr, blight element) surging ash vilestaff of illumination (Madness) (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +3 Dmg.mod +15% blight ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of Iron Throne (Nightmares) (7 def, 0 armour) enveloping linen cloak of Iron Throne (Nightmares) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 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. |
resilient linen cloak (Madness) (1 def, 0 armour) resilient linen cloak (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 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. |
thick linen cloak (Nightmares) (1 def, 6 armour) thick linen cloak (Nightmares) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 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. |
Robe of Force (Corpses) (12 def, 8 armour) Robe of Force (Corpses) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Corpses Send out a range 5 beam of kinetic energy, dealing 43.20 to 54.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Flashward (Misfortune) (0 def, 2 armour) Flashward (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind Acc +6 (+3 eff.) ----- def ----- Armour +2 Resists +6% lightning +9% fire Phys.save +7 (+3 eff.) Mind.save +15 (+5 eff.) Disarm- +26% 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. |
Jetsnake (Madness) (0 def, 2 armour) Jetsnake (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% lightning +3% light +9% darkness Res.pen +5% lightning Acc +16 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness 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. |
Obsidianravage (Madness) (0 def, 2 armour) Obsidianravage (Madness) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +6 Wil dps ---------- Acc +14 (+7 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +2 ---------- misc Light +1 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. |
Sludgegrip (Madness) (0 def, 0 armour) Sludgegrip (Madness) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of dexterity (+2) (Misfortune) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+2) (Misfortune) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
Rainfoe (Corpses) (0 def, 3 armour) Rainfoe (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+10 eff.) Res.pen +10% nature +10% physical ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betivea the Furnaceedge (Nightmares) (2 def, 10 armour) Betivea the Furnaceedge (Nightmares) (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +37% acid +15% cold +15% fire ---------- misc Breathe water Curse of Nightmares A suit of armour made of mail. |
steel mail armour 'Shimmerhash' (Misfortune) (2 def, 6 armour) steel mail armour 'Shimmerhash' (Misfortune) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +15% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune A suit of armour made of mail. |
cleansing rough leather armour of resilience (Shrouds) (3 def, 2 armour) cleansing rough leather armour of resilience (Shrouds) (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +11% nature +11% blight Max.HP +20.00 Curse of Shrouds A suit of armour made of leather. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 alchemist agate 76 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. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 lantern 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 Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Sunwinter [power 105] (8/15 cooldown) Sunwinter [power 105] (8/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% light +2% physical Max.HP +20.00 Silence- +20% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By The Thrunch Connection the Cornac Doomed level 17
33rd Dusk 122nd year of Ascendancy at 11:12 see stats
By The Thrunch Connection the Cornac Doomed level 20
3rd Haze 122nd year of Ascendancy at 01:50 see stats
By The Thrunch Connection the Cornac Doomed level 10
1st Flare 122nd year of Ascendancy at 19:18 see stats
By The Thrunch Connection the Cornac Doomed level 20
1st Time of Equilibrium 122nd year of Ascendancy at 23:35 see stats
By The Thrunch Connection the Cornac Doomed level 12
9th Flare 122nd year of Ascendancy at 11:00 see stats
By The Thrunch Connection the Cornac Doomed level 10
1st Flare 122nd year of Ascendancy at 19:20 see stats
By The Thrunch Connection the Cornac Doomed level 20
2nd Haze 122nd year of Ascendancy at 07:41 see stats
By The Thrunch Connection the Cornac Doomed level 21
5th Haze 122nd year of Ascendancy at 04:37 see stats
Log
The Thrunch Connection uses Hateful Whisper.
Horned Horror has heard the hateful whisper!
The Thrunch Connection strikes Horned Horror in the darkness (+9% damage).
The Thrunch Connection hits Horned Horror for (22 flat reduction), 88 mind (88 total damage).
Horned Horror slows in the grip of madness!
Horned Horror throws a finishing uppercut.
You have deflected 54 incoming damage!
Horned Horror casts Chain Lightning.
Horned Horror's spell attains critical power!
The Thrunch Connection is stunned!
Agony from The Thrunch Connection strikes Horned Horror in the darkness (+9% damage).
Haunted from The Thrunch Connection strikes Horned Horror in the darkness (+9% damage).
Agony from The Thrunch Connection hits Horned Horror for (22 flat reduction), 0 mind (0 total damage).
Haunted from The Thrunch Connection hits Horned Horror for (22 flat reduction), 18 mind, (22 flat reduction), 11 darkness (29 total damage).
Horned Horror hits The Thrunch Connection for (5 gestured), (54 deflected), 187 physical, 20 lightning, 156 lightning (362 total damage).
The Thrunch Connection's creeping dark hits Horned Horror for (8 flat reduction), 0 darkness (0 total damage).
The Thrunch Connection uses Infusion: Healing.
The Thrunch Connection receives 66 healing from Infusion: Healing.
Horned Horror is no longer maligned
Haunted from The Thrunch Connection strikes Horned Horror in the darkness (+9% damage).
Agony from The Thrunch Connection strikes Horned Horror in the darkness (+9% damage).
Haunted from The Thrunch Connection hits Horned Horror for (18 flat reduction), 0 mind, (14 flat reduction), 0 darkness (0 total damage).
Agony from The Thrunch Connection hits Horned Horror for (18 flat reduction), 0 mind (0 total damage).
The Thrunch Connection's creeping dark hits Horned Horror for (8 flat reduction), 0 darkness (0 total damage).
Horned Horror struggles against the paranoia.
Horned Horror lashes out with a spinning backhand.
You have deflected 13 incoming damage!
Horned Horror hits The Thrunch Connection for (5 gestured), (13 deflected), 221 physical, 20 lightning (241 total damage).
The Thrunch Connection the level 21 cornac doomed was volted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.