










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 18 / 78% |
Size | medium |
Lifes / Deaths | Killed by nightmare horror at level 18 on the 61st Dusk 122nd year of Ascendancy at 03:30 / 1 |
Primary Stats
Strength | 50 (base 46) |
Dexterity | 17 (base 10) |
Constitution | 11 (base 10) |
Magic | 8 (base 10) |
Willpower | 41 (base 37) |
Cunning | 11 (base 10) |
Resources
Life | -131/476 |
Hate | 80/100 |
Healing Factor | 0.99377649094423 |
Regeneration | 0.24844412273606 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 75 |
Accuracy | 27 |
Crit Chance | 2% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +4% |
Acid | +11% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 39.08934837382 (81.151787968034%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 21 |
Physical Save | 33 |
Spell Save | 17 |
Mental Save | 23 |
Defense: Resistances
Physical | + 6%( 70%) |
Acid | + 22%( 70%) |
Light | + 12%( 70%) |
Cold | + 19%( 70%) |
Darkness | 0%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.46 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * 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. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() insulating pair of dwarven-steel boots of tirelessness (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes resistances: +6%(-) fire / +7%(-) cold Stamina each turn: +0.60 (-) Maximum stamina: +15.00 (-) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) (-) Maximum life: +43.00 (-) Light radius: +3 (-) Healing mod.: +10% (-) 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 | ![]() iron helm 'Willowmalice' (Corpses) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes resistances: +6%(-) fire / +6%(-) cold Changes resistances penetration: +5%(-) nature Physical save: +9 (+4 eff.) (-) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() yew wand of shielding 'Xerylramira' [power 260] (2/20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4(-) mind Changes resistances: +5%(-) arcane Maximum wards: +3(-) acid / +3(-) cold / +3(-) blight / +3(-) temporal Changes resistances penetration: +15%(-) arcane Changes damage: +6%(-) mind Talents granted: +1.00(-) Ward Mindpower: +5 (+3 eff.) (-) It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 43. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() marksman's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) (-) Changes stats: +3(-) Dex Changes resistances: +22%(-) acid Changes damage: +11%(-) acid Rings make your fingers look great! |
Around waist | ![]() Mighty Girdle (Misfortune) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Curse of Misfortune It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | ![]() polar iron gauntlets of strength (+2) (Nightmares) (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 6(-) cold Changes stats: +2(-) Str Changes resistances: +6%(-) cold Changes damage: +4%(-) cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() impenetrable steel plate armour of stability (Nightmares) (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (-) Fatigue: +22% (-) Changes resistances: +6%(-) physical Physical save: +12 (+6 eff.) (-) Curse of Nightmares A suit of armour made of metal plates. |
Cloak | ![]() resilient linen cloak of Eldoral (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(-) Cun / +1(-) Dex Maximum life: +31.00 (-) 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. |
Around neck | ![]() Shinestake Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12%(-) light Talent masteries: +0.16(-) Cursed / Gloom Mental save: +9 (+5 eff.) (-) Equilibrium when hit: +0.04 (-) Mindpower: +5 (+3 eff.) (-) Mental crit. chance: +4% (-) Amulets make your neck look great! |
Inventory
![]() healing infusion of the psychic (heal 122; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122(-2) then cleanse 1 wound, poison and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-12%) light Talent mastery: +0.00(-0.16) Cursed / Gloom Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Equilibrium when hit: +0.00 (-0.04) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Mental crit. chance: +0% (-4%) Amulets make your neck look great! |
![]() stabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-12%) light / +12% temporal Talent mastery: +0.00(-0.16) Cursed / Gloom Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Pinning immunity: +21% Knockback immunity: +21% Equilibrium when hit: +0.00 (-0.04) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Mental crit. chance: +0% (-4%) Amulets make your neck look great! |
![]() This item will automatically be transmogrified when you leave the level. ash starstaff (Corpses) (15-18 power, 3 apr, light element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() iron battleaxe (Madness) (14-22 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(-15.5 - -29.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-6) Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) When wielded/worn: Curse of Madness Massive two-handed battleaxes. |
![]() iron battleaxe of erosion (Madness) (16-25 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8(-13.5 - -26.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-6) Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) Damage (Melee): +7 nature When wielded/worn: Curse of Madness Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel battleaxe of erosion (Nightmares) (20-31 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(-9.5 - -20.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-5) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +12 nature When wielded/worn: Curse of Nightmares Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. Obsidianjam the steel greatsword (Misfortune) (24-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2(-5.5 - -11.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +8 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 mind Changes resistances: +3% blight Curse of Misfortune Massive two-handed swords. |
![]() flaming iron longsword of daylight (Misfortune) (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-18.5 - -34.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +6 light Damage (radius 1) on hit: +6 fire Damage against: +6% Undead When wielded/worn: Curse of Misfortune Sharp, long, and deadly. |
![]() hateful iron longsword (Madness) (10-15 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7(-19.5 - -36.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +6 darkness Damage against: +5% Living When wielded/worn: Curse of Madness Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. hateful steel waraxe of paradox (Shrouds) (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(-17.0 - -32.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-4) Crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +7 darkness / +7 temporal Damage against: +8% Living When wielded/worn: Changes resistances: +7% temporal Curse of Shrouds One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Rainmalice the steel dagger (Shrouds) (10-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7(-19.5 - -37.4) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-1) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) Damage (Melee): +6 nature / +7 temporal Damage (radius 1) on hit: +7 fire When wielded/worn: Changes resistances: +6% cold / +6% temporal Changes resistances penetration: +15% arcane Changes damage: +6% arcane Curse of Shrouds Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. steel dagger of massacre (Misfortune) (20-27 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7(-9.5 - -24.3) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-1) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) When wielded/worn: Curse of Misfortune Sharp, short and deadly. |
![]() mighty elm longbow of cold (Nightmares) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +12% cold Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() quiver of ash arrows (16/16, 20-28 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of alchemy (Madness) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-16) Fatigue: +0% (-22%) Changes resistances: +12% acid / +12%(+6%) physical / +10% fire / +12% cold / +9% all Changes damage: +5% acid / +11% physical / +8% fire / +5% cold Talent cooldown: Refit Golem (-2 turns) Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +15 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. prismatic cured leather armour (Nightmares) (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-12) Defense: +6 (+6 eff.) Fatigue: +7% (-15%) Changes resistances: +0%(-6%) physical / +14% light / +10% darkness Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Curse of Nightmares A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. radiant cured leather armour (Nightmares) (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-12) Defense: +6 (+6 eff.) Fatigue: +7% (-15%) Changes stats: +2 Wil Changes resistances: +10% blight / +0%(-6%) physical / +10% darkness Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Light radius: +2 Curse of Nightmares A suit of armour made of leather. |
![]() iron mail armour (Nightmares) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-12) Defense: +2 (+2 eff.) Fatigue: +12% (-10%) Changes resistances: +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Curse of Nightmares A suit of armour made of mail. |
![]() prismatic iron mail armour (Madness) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-12) Defense: +2 (+2 eff.) Fatigue: +12% (-10%) Changes resistances: +0%(-6%) physical / +11% light / +11% darkness Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Curse of Madness A suit of armour made of mail. |
![]() Emaldabeth the iron plate armour (Corpses) (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-9) Fatigue: +22% (-) Changes resistances: +1%(-5%) physical / +16% temporal / +5% arcane / +3% darkness Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Knockback immunity: +20% Curse of Corpses A suit of armour made of metal plates. |
![]() impenetrable steel plate armour of lightning resistance (Shrouds) (0 def, 18 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 (+2) Fatigue: +22% (-) Changes resistances: +18% lightning / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Curse of Shrouds A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt (Nightmares) 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Curse of Nightmares A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. pair of rough leather boots (Madness) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +0% (-3%) Changes resistances: +0%(-6%) fire / +0%(-7%) cold Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-15.00) Curse of Madness A pair of boots made of leather. |
![]() traveler's pair of rough leather boots (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: -4% (-7%) Changes resistances: +0%(-6%) fire / +0%(-7%) cold Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-15.00) Curse of Madness A pair of boots made of leather. |
![]() Frost Treads (Nightmares) (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) Fatigue: +7% (+4%) Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +20%(+13%) cold / +10% nature / +0%(-6%) fire Changes damage: +15% cold Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-15.00) Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() storm iron gauntlets (Shrouds) (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 6 lightning / 0(-6) cold Changes stats: +0(-2) Str Changes resistances: +5% lightning / +0%(-6%) cold Changes damage: +3% lightning / +0%(-4%) cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() linen wizard hat of darkness (+15%) (Corpses) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-20 (-6 eff.)) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes resistances: +0%(-6%) cold / +15% darkness / +0%(-6%) fire Changes resistances penetration: +0%(-5%) nature Changes damage: +10% darkness Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Curse of Corpses A pointy cloth hat, very wizardly... |
![]() rough leather cap (Corpses) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-20 (-6 eff.)) Armour: +1 (-2) Fatigue: +1% (-4%) Changes resistances: +0%(-6%) fire / +0%(-6%) cold Changes resistances penetration: +0%(-5%) nature Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Curse of Corpses A cap made of leather. |
![]() Alazilamahor the Sleettrial (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Physical power: +0 (+0 eff.) (-20 (-6 eff.)) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3 Str / +3 Dex Changes resistances: +0%(-6%) fire / +0%(-6%) cold / +5% arcane / +6% nature Changes resistances penetration: +0%(-5%) nature / +5% cold Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Salith Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Str / +4 Wil / +5 Con Changes damage: +6% mind Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-43.00) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-43.00) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
![]() scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-43.00) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
![]() iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 0(-4) mind Changes stats: +2 Str Changes resistances: +0%(-5%) arcane Maximum wards: +0(-3) acid / +0(-3) cold / +0(-3) blight / +0(-3) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) mind Talent granted: +0(+-1) Ward Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +1 Str Changes resistances: +0%(-5%) arcane Maximum wards: +0(-3) acid / +0(-3) cold / +0(-3) blight / +0(-3) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) mind Talent granted: +0(+-1) Ward Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Damage when hit (Melee): 0(-4) mind Changes stats: +5 Lck Changes resistances: +0%(-5%) arcane Maximum wards: +0(-3) acid / +0(-3) cold / +0(-3) blight / +0(-3) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) mind Talent granted: +0(+-1) Ward Trap disarming bonus: +5 Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() This item will automatically be transmogrified when you leave the level. piercing ash totem of summon tentacle [power 155] (2/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes resistances: +0%(-5%) arcane Maximum wards: +0(-3) acid / +0(-3) cold / +0(-3) blight / +0(-3) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) mind Talent granted: +0(+-1) Ward Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 388 Base Damage: 164 Armor: 0 All Resist: 12 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() This item will automatically be transmogrified when you leave the level. ash wand of lightning storm [power 200] (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes resistances: +0%(-5%) arcane Maximum wards: +0(-3) acid / +0(-3) cold / +0(-3) blight / +0(-3) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) mind Talent granted: +0(+-1) Ward Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Surefire (Nightmares) Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Attack speed: 105% (+5%) Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Nightmares This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Achievements
By Grendy the Thalore Cursed level 7
10th Mirth 122nd year of Ascendancy at 05:08 see stats
By Grendy the Thalore Cursed level 18
60th Dusk 122nd year of Ascendancy at 11:53 see stats
By Grendy the Thalore Cursed level 16
58th Dusk 122nd year of Ascendancy at 17:09 see stats
By Grendy the Thalore Cursed level 10
11st Dusk 122nd year of Ascendancy at 22:44 see stats
By Grendy the Thalore Cursed level 9
9th Dusk 122nd year of Ascendancy at 02:26 see stats
By Grendy the Thalore Cursed level 12
17th Dusk 122nd year of Ascendancy at 16:00 see stats
Log
Nightmare from Nightmare horror hits Terror for 8 darkness damage.
Your summoned terror disappears.
Your summoned terror disappears.
Terror is dismayed!
Grendy's Inner Demon uses Harass Prey.
Grendy has been harassed.
Grendy's Choose Cursed Sentry is disrupted!
Grendy's Dig is disrupted!
Grendy's Inner Demon hits Grendy for 35 physical, 3 cold, 55 physical, 3 cold (96 total damage).
Melee retaliation hits Grendy's Inner Demon for 0 mind, 0 mind (0 total damage).
Grendy's Inner Demon harrows terror!
Grendy harrows terror!
Grendy's Inner Demon's nightmare area effect hits Terror for 6 darkness damage.
Nightmare horror's abyssal darkness area effect hits Grendy's Inner Demon for 5 darkness damage.
Nightmare horror's abyssal darkness area effect hits Terror for 5 darkness damage.
Nightmare horror's abyssal darkness area effect hits Terror for 5 darkness damage.
Nightmare horror's abyssal darkness area effect hits Grendy for 24 darkness damage.
Grendy's nightmare area effect hits Nightmare horror for 0 darkness damage.
Grendy is confused and fails to use Infusion: Regeneration.
Nightmare horror casts Rune: Shielding.
A shield forms around nightmare horror.
Grendy is no longer being stalked by Grendy's Inner Demon.
Grendy is no longer suffering from insomnia.
Talent Dominate is ready to use.
Talent Blindside is ready to use.
Talent Ward is ready to use.
Talent Harass Prey is ready to use.
Waking Nightmare from Nightmare horror hits Grendy for 31 darkness damage.
Grendy the level 18 thalore cursed was shadowed to death by a nightmare horror on level 2 of Chamorath.