
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! 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:
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 Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | quick |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Cursed |
| Level / Exp | 29 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Mayibeth the thief at level 9 on the 45th Quantumnal 1337th year of Ascendancy at 09:48 0 / 7Killed by shadow at level 9 on the 45th Quantumnal 1337th year of Ascendancy at 09:59 Killed by Mayibeth the thief at level 9 on the 45th Quantumnal 1337th year of Ascendancy at 10:28 Killed by Xurin the master vampire at level 24 on the 53rd Quantumnal 1337th year of Ascendancy at 06:03 Killed by venom drake at level 24 on the 53rd Quantumnal 1337th year of Ascendancy at 06:24 Killed by Velewen the skeleton warrior at level 28 on the 57th Quantumnal 1337th year of Ascendancy at 13:51 Killed by The Master at level 29 on the 58th Quantumnal 1337th year of Ascendancy at 05:27 |
Primary Stats
| Strength | 59 (base 57) |
| Dexterity | 12 (base 10) |
| Constitution | 31 (base 23) |
| Magic | 9 (base 10) |
| Willpower | 75 (base 58) |
| Cunning | 16 (base 10) |
Resources
| Life | -102/889 |
| Hate | 100/100 |
| Equilibrium | 20 |
| Healing Factor | 1.2758714593978 |
| Regeneration | 0.31896786484947 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 28 |
| Crit Chance | 23% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +10% |
| Lightning | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +18% |
| Fire | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 1 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Lightning | + 11%( 70%) |
| Nature | + 38%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 27%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Silence Resistance | 23% |
| Confusion Resistance | 41% |
| Fear Resistance | 18% |
| Knockback Resistance | 58% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 261 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: 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 247 life over 5 turns. Its effects scale with your Constitution 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 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 have explored the Maze and vanquished the Minotaur. * 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 Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. | active |
Equipment
| On feet | undeterred pair of hardened leather boots of strife (Madness) (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +3 Silence- +23% Confus- +23% Stun/Frz- +20% Curse of Madness Blindside: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 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 | Aletta's Diadem (Corpses) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Corpses Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 150.27 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On hands | Zerendur the Sunwaker (Corpses) (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Melee+ 7 lightning Dmg.mod +6% lightning Res.pen +25% fire ----- def ----- Armour +2 Resists +7% lightning ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick ash totem of healing [power 152] (12 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+6 eff.) Fatigue -4% ---------- misc Max.enc +22 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | psionicist's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | truestriking voratun longsword of ruin (Madness) (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Crit.mult +24.00% Res.pen +5% physical Acc +5 (+3 eff.) Apr +11 Curse of Madness Sharp, long, and deadly. |
| Around waist | Mighty Girdle (Nightmares)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | warded dwarven-steel shield of crushing (Madness) (0 def, 6 armour, 36-43 power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 35.5 - 42.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 On Hit: * reduce the cooldown of your ward talent by 1 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +5 lightning +5 temporal +5 darkness +5 fire +5 nature +5 blight +5 cold +4 arcane +5 light Talents +1 Ward +1 Block Curse of Madness Handheld deflection devices. |
| Cloak | resilient linen cloak of Eldoral (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +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. |
| Main armor | Rogue Plight (Madness) (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+5 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Madness No rogue blades shall incapacitate the wearer of this armour. |
Inventory
movement infusion (speed 600%; cd 12)0.1 infusion scroll [Normal] 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 600% 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. |
teleportation rune (range 27; cd 11)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Flashwind'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +1 Mag dps ---------- Dmg.mod +3% lightning +12% arcane ----- def ----- Heal.mod +14% Cut- +50% ---------- misc Light +2 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +36.00 HP.reg +1.00 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+5 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
chilling steel battleaxe (Corpses) (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 19.5 - 29.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe (Corpses) (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 16.0 - 24.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
Arydil (Madness) (25-32 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid Apr +4 ----- def ----- Defense +10 (+7 eff.) Curse of Madness Sharp, short and deadly. |
Winterkin (Nightmares) (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 19.5 - 25.4 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +5 Con +3 Mag ----- def ----- Resists +9% cold Max.HP +60.00 ---------- misc Light +3 Infravis +3 Curse of Nightmares Sharp, short and deadly. |
arcing iron dagger of vileness (Madness) (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 8 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Madness Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of evisceration (Corpses) (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 16.0 - 20.8 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+3 eff.) ----- def ----- Disease- +13% Curse of Corpses Sharp, short and deadly. |
balanced dwarven-steel greatsword of erosion (Shrouds) (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 38.0 - 60.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +38% Curse of Shrouds Massive two-handed swords. |
iron greatsword of daylight (Shrouds) (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +9% Undead Curse of Shrouds Massive two-handed swords. |
Surefire (Nightmares)4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) 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. |
Polerin (Madness) (32-46 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +3 Con ----- def ----- Resists +6% blight HP.reg +2.00 Disease- +20% Confus- +10% Curse of Madness Sharp, long, and deadly. |
dwarven-steel longsword (Misfortune) (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Curse of Misfortune Sharp, long, and deadly. |
steel mace 'Taintwedge' (Misfortune) (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +10% nature Acc +8 (+4 eff.) ----- def ----- Defense +8 (+6 eff.) Resists +9% light +20% nature Disarm- +32% Curse of Misfortune Blunt and deadly. |
stormbringer's stralite mace of crippling (Shrouds) (40-55 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +7 lightning +9 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +22% Res.pen +11% lightning +21% cold Curse of Shrouds Blunt and deadly. |
Cyrimina (Nightmares) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +20% On Hit: * 20% chance to reduce all saves and defense by 38 While equipped: dps ---------- Spell.crit +1% Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 mind 6 darkness Dmg.mod +6% blight +3% mind +5% darkness Res.pen +20% blight Phasing +30% ----- def ----- Resists +12% mind ---------- 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. |
Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Madness Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 214.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
steady hardened leather sling of acid (Misfortune)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +11% acid Acc +8 (+4 eff.) Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
grounding hardened leather belt (Nightmares)1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Curse of Nightmares A belt that goes around your waist. |
rough leather belt of transcendence (Misfortune)1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +6 (+3 eff.) Curse of Misfortune A belt that goes around your waist. |
miner's pair of iron boots (Madness) (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Curse of Corpses A pair of boots made of leather. |
bladed iron helm of strength (+6) (Misfortune) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +5% Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 165.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Gloroba' (Corpses) (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid Acc +25 (+12 eff.) ----- def ----- Defense +11 (+8 eff.) Resists +16% acid Phys.save +6 (+3 eff.) Die.at -40.00 life Curse of Corpses A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of dexterity (+4) (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+5 eff.) Curse of Nightmares A cap made of leather. |
Gudhethra the dwarven-steel mail armour (Misfortune) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Wil +6 Con ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +7% mind Mind.save +16 (+7 eff.) Die.at -60.00 life Heal.mod +15% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune A suit of armour made of mail. |
iron mail armour (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
radiant dwarven-steel mail armour of resilience (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% blight +12% darkness Max.HP +39.00 ---------- misc Light +1 Curse of Madness A suit of armour made of mail. |
marauder's reinforced leather armour of Toknor (Misfortune) (17 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +6 Str +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +7 Defense +17 (+11 eff.) Fatigue +8% Phys.save +7 (+3 eff.) Curse of Misfortune A suit of armour made of leather. |
rejuvenating steel plate armour of Eyal (Nightmares) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +34.00 HP.reg +5.60 Heal.mod +11% ---------- misc Stam/turn +0.60 Curse of Nightmares A suit of armour made of metal plates. |
Coral Spray (Misfortune) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
flaming stralite shield of resilience (Shrouds) (0 def, 8 armour, 47-56 power, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +8 Fatigue +8% Max.HP +46.00 ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
psychokinetic quiver of yew arrows of crippling (20/20, 28-39 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 28.0 - 39.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 260 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
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. |
59 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glitterward the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Disrupt While equipped: Stats +7 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Dmg.mod +6% light Melee Ret 6 physical ----- def ----- Defense +20 (+12 eff.) Resists +15% blight +3% all Spell.save +8 (+4 eff.) HP.reg +9.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kenway the Orc Cursed level 10
45th Quantumnal 1337th year of Ascendancy at 11:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kenway the Orc Cursed level 20
51st Quantumnal 1337th year of Ascendancy at 10:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kenway the Orc Cursed level 19
50th Quantumnal 1337th year of Ascendancy at 21:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kenway the Orc Cursed level 28
57th Quantumnal 1337th year of Ascendancy at 07:07 see stats
Log
Mindrot hits Armoured skeleton warrior for (2 absorbed), 0 mind, (2 absorbed), 0 darkness (0 total damage).
Mindrot hits The Master for (2 absorbed), 0 mind, (3 absorbed), 0 darkness (0 total damage).
Mindrot hits Elder vampire for 5 mind, 3 darkness (8 total damage).
Armoured skeleton warrior is no longer out of phase.
The Master casts Black Ice.
The Master's spell attains critical power!
The Master hits Kenway for 85 cold damage.
Elder vampire has been weakened.
Lord of Skulls (warrior) has been weakened.
Kenway repels an attack from Armoured skeleton warrior.
The Master slows down.
Spikes of Decrepitude hits Kenway for 6 cold, 5 darkness (11 total damage).
Lord of Skulls (warrior) is weakened by the gloom.
Kenway is not stunned anymore.
Kenway has recovered!
Mindrot hits Lord of Skulls (warrior) for (3 absorbed), 0 mind, (3 absorbed), 0 darkness (0 total damage).
Mindrot hits Armoured skeleton warrior for (3 absorbed), 0 mind, (3 absorbed), 0 darkness (0 total damage).
Mindrot hits Elder vampire for 5 mind, 3 darkness (8 total damage).
The Master casts Congeal Time.
Armoured skeleton warrior slows down.
Kenway's mania hastens cooldowns.
Armoured skeleton warrior hits Kenway for 115 physical, 92 cold (207 total damage).
Melee retaliation hits Armoured skeleton warrior for (9 absorbed), 0 mind (0 total damage).
Melee retaliation hits Elder vampire for 9 mind damage.
Elder vampire hits Kenway for 0 blight damage.
The Master is no longer weakened.
The Master aims less carefully.
The shield around The Master crumbles.
Spikes of Decrepitude hits Kenway for 10 cold damage.
Kenway the level 29 orc cursed was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
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QUICK Campaign Zones
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Trollmire
The Deep Bellow
The Maze
Old Forest
Dreadfell
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QUICK Campaign Perks
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1: Infusion: Movement
2: Talents: Vitality/Unflinching Resolve
3: Artifact: Withering Orbs
4: Sandqueen Heart: Normal
5: Immunity: Stun











































































































