












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 20 / 14% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 20 on the 20th Wealth 122nd year of Ascendancy at 04:27 / 1 |
Primary Stats
Strength | 68 (base 48) |
Dexterity | 12 (base 10) |
Constitution | 19 (base 10) |
Magic | 8 (base 10) |
Willpower | 41 (base 36) |
Cunning | 21 (base 18) |
Resources
Life | -22/657 |
Hate | 10/100 |
Equilibrium | 18 |
Healing Factor | 0.60847747858526 |
Regeneration | 0.45635810893895 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 7 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 107 |
Accuracy | 47 |
Crit Chance | 11% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 57 |
Crit Chance | 13% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +3% |
Cold | +12% |
Nature | +9% |
Physical | +10% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Physical | +20% |
Light | +5% |
Mind | +35% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 10 |
Physical Save | 37 |
Spell Save | 39 |
Mental Save | 26 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 9%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 4%( 70%) |
Mind | + 3%( 70%) |
Lightning | + 14%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 20% |
Knockback Resistance | 18% |
Confusion Resistance | 46% |
Fear Resistance | 18% |
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (3/4)
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: 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 magical effect and reduce all damage taken by 29% for 3 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by copperhead snake. Escort: lost defiler (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.crit +2% Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 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. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +20% physical Acc +20 (+7 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +2 Blind- +29% Confus- +18% ---------- misc Light +8 See.Stealth +7 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +5 Str +2 Dex +2 Cun dps ---------- Phys.pwr +17 (+5 eff.) Dmg.mod +12% mind Acc +9 (+3 eff.) Apr +10 Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +3% darkness Phys.save +7 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Psi/ret +0.08 Cooldown Double Strike -1 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind Res.pen +5% cold +5% light +25% mind Melee Ret 2 light ----- def ----- Resists +3% mind Max.HP +20.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +9% nature ----- def ----- Resists +29% acid Silence- +10% Confus- +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +14% lightning +6% temporal +9% cold +5% arcane +6% acid Stun/Frz- +25% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +12% cold ----- def ----- Defense +5 (+2 eff.) Resists +2% physical ---------- misc Max.stam +30.00 Curse of Shrouds Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% cold ----- def ----- Defense +13 (+6 eff.) Resists +3% blight Spell.save +9 (+3 eff.) Stealth +5 Disarm- +20% Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Mind.crit +3% Phys.pwr +20 (+5 eff.) Mind.pwr +6 (+2 eff.) Acc +10 (+4 eff.) ----- def ----- Max.HP +21.00 HP.reg +0.50 ---------- 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% mind +5% cold Acc +20 (+7 eff.) Melee Ret 2 mind ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +9% light +12% cold Max.HP +52.00 ---------- misc Max.stam +17.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) ----- def ----- Armour +6 Defense +29 (+11 eff.) Fatigue +8% Resists +17% acid +2% physical Curse of Madness A suit of armour made of leather. |
Inventory
![]() 0.1 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... |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Curse of Madness Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 fire On Crit.r2 +20 cold While equipped: dps ---------- Dmg.mod +3% fire Acc +10 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +6% acid Disarm- +45% Curse of Madness Massive two-handed mauls. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Dex +4 Mag +1 Con ----- def ----- Resists +6% light ---------- misc Light +3 Curse of Misfortune Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego++] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +12% Curse of Nightmares Blunt and deadly. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning ---------- misc Infravis +2 See.Invis +6 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. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: ----- def ----- Resists +6% blight +5% arcane +7% all Max.HP +44.00 HP.reg +2.00 Heal.mod +27% Disease- +10% Pinning- +10% Knockbk- +10% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 Nightmares These gloves are coated with a thick, green liquid. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 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 (+4 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 Corpses A chunk of jagged coral, dredged from the ocean. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 malsalédiction the Dwarf Cursed level 14
31st Profit 122nd year of Ascendancy at 17:23 see stats
By malsalédiction the Dwarf Cursed level 10
12nd Profit 122nd year of Ascendancy at 12:32 see stats
By malsalédiction the Dwarf Cursed level 20
11st Wealth 122nd year of Ascendancy at 13:48 see stats
By malsalédiction the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 23:05 see stats
By malsalédiction the Dwarf Cursed level 9
6th Profit 122nd year of Ascendancy at 17:50 see stats
By malsalédiction the Dwarf Cursed level 14
23rd Profit 122nd year of Ascendancy at 23:40 see stats
By malsalédiction the Dwarf Cursed level 18
5th Wealth 122nd year of Ascendancy at 06:48 see stats
Log
Malsalédiction uses Cursed Sentry.
You feel your rampage slowing down. (-1 duration)
Assassin Lord is no longer harassed.
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against Animated Drake's Bane (Misfortune) (45-68 power, 21 apr)!
Assassin Lord performs a melee critical strike against Animated Drake's Bane (Misfortune) (45-68 power, 21 apr)!
Assassin Lord casts Epidemic.
Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) is afflicted by an epidemic!
Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) resists the vile poison!
Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) slows down.
Assassin Lord hits Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) for 34 nature, 7 darkness, 28 nature, 2 blight, 3 nature, 7 darkness (80 total damage).
Epidemic from Assassin Lord hits Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) for 12 blight damage.
Malsalédiction has shrugged off 30 damage and is ready for more.
Malsalédiction feels pain again.
Malsalédiction is not stunned anymore.
Deadly Poison from Assassin Lord hits malsalédiction for 34 nature damage.
Deep Wound from Assassin Lord hits malsalédiction for (30 rampage shugs off), 2 physical (2 total damage).
Malsalédiction uses Ruined Earth.
Malsalédiction has been weakened.
Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) has been weakened.
You feel your rampage slowing down. (-1 duration)
Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) hits Assassin Lord for 102 physical damage.
Assassin Lord casts Phase Door.
Epidemic from Assassin Lord hits Animated Drake's Bane (Misfortune) (45-68 power, 21 apr) for 12 blight damage.
Deep Wound from Assassin Lord hits malsalédiction for (30 rampage shugs off), 26 physical (26 total damage).
malsalédiction the level 20 dwarf cursed was impaled to death by Assassin Lord on level 2 of Unknown tunnels.
Assassin Lord is no longer being stalked by malsalédiction.