Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Race: Tinkerer 1.7.4Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. ZOmnibus Addon Pack 1.7.4Combines 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: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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 | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 9 / 61% |
Size | big |
Lifes / Deaths | Killed by Zubudheth the large brown snake at level 9 on the 40th Dusk 122nd year of Ascendancy at 11:43 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 31 (base 28) |
Dexterity | 16 (base 10) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 32 (base 28) |
Cunning | 16 (base 10) |
Resources
Life | -8/286 |
Hate | 100/100 |
Equilibrium | 30 |
Healing Factor | 1.0765024505275 |
Regeneration | 0.26912561263187 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 33 |
Accuracy | 35 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 42 |
Crit Chance | 10% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +2% |
Light | +10% |
Nature | +14% |
Mind | +2% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Defense: Base
Armour (hardiness) | 12.522593642275 (62.32946707186%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 14 |
Physical Save | 15 |
Spell Save | 14 |
Mental Save | 19 |
Defense: Resistances
Acid | + 5%( 70%) |
Blight | + 8%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 33%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 12%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 40% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Equipment
On feet | [vs. pair of iron boots 'Norin' (0 def, 3 armour) (On feet)] pair of iron boots 'Norin' (0 def, 3 armour)pair of iron boots 'Norin' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +2(-) Cun / +2(-) Dex Changes resistances: +3%(-) blight / +3%(-) fire / +3%(-) light / +3%(-) mind Poison immunity: +20% (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: 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 131% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. thought-forged pouch of iron shots of erosion (18/18, 14-17 power, 1 apr) (Quiver)] thought-forged pouch of iron shots of erosion (18/18, 14-17 power, 1 apr)thought-forged pouch of iron shots of erosion (18/18, 14-17 power, 1 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 18 (-) Turns elapse between self-loadings: 6 (-) On weapon hit: * 12% chance to reduce all saves and defense by 20 Damage (Ranged): +6(-) nature / +7(-) mind Shots are used with slings to pummel your foes to death. |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. Cuthukor the linen wizard hat (1 def, 0 armour) (On head)] Cuthukor the linen wizard hat (1 def, 0 armour)Cuthukor the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Changes resistances: +6%(-) lightning / +6%(-) temporal / +9%(-) fire Changes resistances penetration: +5%(-) acid A pointy cloth hat, very wizardly... |
Tool | [vs. elm totem of summon tentacle 'Scorpionmight' [power 100] (17/25 cooldown) (Tool)] elm totem of summon tentacle 'Scorpionmight' [power 100] (17/25 cooldown)elm totem of summon tentacle 'Scorpionmight' [power 100] (17/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1(-) Dex Changes resistances: +3%(-) nature / +6%(-) darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 104 Armor: 8 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Dimschism (On fingers, 1 of 2)] DimschismDimschism Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) (-) Changes stats: +1(-) Dex Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +20% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Dimschism (On fingers, 1 of 2)] marksman's copper ring of frost (+22%)marksman's copper ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +0 (+0 eff.) (-10 (-9 eff.)) Changes stats: +3(+2) Dex Changes resistances: +22% cold Changes damage: +11% cold Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. cleansing rough leather belt (Around waist)] cleansing rough leather beltcleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) acid / +5%(-) blight A belt that goes around your waist. |
In main hand | [vs. iron waraxe 'Growraider' (Shrouds) (10-15 power, 2 apr) (In main hand)] iron waraxe 'Growraider' (Shrouds) (10-15 power, 2 apr)iron waraxe 'Growraider' (Shrouds) (10-15 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% (-) Defense: +5 (+4 eff.) (-) Changes damage: +9%(-) nature Confusion immunity: +10% (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Curse of Shrouds One-handed war axes. |
On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
In off hand | [vs. iron waraxe 'Growraider' (Shrouds) (10-15 power, 2 apr) (In main hand, 1 of 2)] mossy mindstar 'Obsidianravager' (Nightmares) (2-3 power, 12 apr, nature damage)mossy mindstar 'Obsidianravager' (Nightmares) (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-8.0 - -11.9) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 acid When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Damage (Melee): 4 mind / 4 darkness Changes damage: +0%(-9%) nature / +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mental save: +3 (+2 eff.) Confusion immunity: +0% (-10%) Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) 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. Tap to cycle through comparison choices |
Main armor | [vs. iron mail armour (Shrouds) (2 def, 4 armour) (Main armor)] iron mail armour (Shrouds) (2 def, 4 armour)iron mail armour (Shrouds) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Curse of Shrouds A suit of armour made of mail. |
Around neck | [vs. copper amulet of mastery (0.10 Cursed / Endless hunt) (Around neck)] copper amulet of mastery (0.10 Cursed / Endless hunt)copper amulet of mastery (0.10 Cursed / Endless hunt) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.10(-) Cursed / Endless hunt Amulets make your neck look great! |
Inventory
[vs. Dimschism (On fingers, 1 of 2)] treant's copper ringtreant's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-9 eff.)) Changes stats: +0(-1) Dex Changes resistances: +6% nature / +5% blight Poison immunity: +11% Disease immunity: +10% Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Dimschism (On fingers, 1 of 2)] warrior's copper ring of claritywarrior's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-10 (-9 eff.)) Changes stats: +2 Str / +0(-1) Dex Mental save: +6 (+3 eff.) Disarm immunity: +0% (-20%) Confusion immunity: +21% Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. iron waraxe 'Growraider' (Shrouds) (10-15 power, 2 apr) (In main hand)] iron battleaxe (Nightmares) (16-23 power, 1 apr)iron battleaxe (Nightmares) (16-23 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.2(+5.0 - +8.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Changes damage: +0%(-9%) nature Confusion immunity: +0% (-10%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Curse of Nightmares Massive two-handed battleaxes. |
[vs. iron mail armour (Shrouds) (2 def, 4 armour) (Main armor)] cleansing rough leather armour of fire resistance (Shrouds) (3 def, 2 armour)This item will automatically be transmogrified when you leave the level. cleansing rough leather armour of fire resistance (Shrouds) (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+1 eff.) (+1 (+0 eff.)) Fatigue: +6% (-6%) Changes resistances: +10% blight / +17% fire / +11% nature Curse of Shrouds A suit of armour made of leather. |
[vs. iron mail armour (Shrouds) (2 def, 4 armour) (Main armor)] prismatic iron mail armour (Madness) (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. 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 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes resistances: +11% light / +11% darkness Curse of Madness A suit of armour made of mail. |
[vs. cleansing rough leather belt (Around waist)] grounding rough leather beltgrounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal / +0%(-5%) blight / +0%(-5%) acid A belt that goes around your waist. |
[vs. pair of iron boots 'Norin' (0 def, 3 armour) (On feet)] Malodolar the pair of rough leather boots (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Malodolar the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 (-2) Fatigue: +0% (-2%) Changes stats: +3(+1) Dex / +3 Wil / +2(-) Cun / +1 Con Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-3%) light / +0%(-3%) mind Physical save: +11 (+8 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Poison immunity: +0% (-20%) Only die when reaching: -40.00 life A pair of boots made of leather. |
[vs. pair of iron boots 'Norin' (0 def, 3 armour) (On feet)] pair of iron boots 'Eilinolrarin' (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots 'Eilinolrarin' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +0(-2) Cun / +0(-2) Dex Changes resistances: +9%(+6%) blight / +0%(-3%) fire / +0%(-3%) light / +0%(-3%) mind Poison immunity: +0% (-20%) Stamina each turn: +0.40 Maximum stamina: +12.00 Mindpower: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Cuthukor the linen wizard hat (1 def, 0 armour) (On head)] Artheharagas the Magmabreak (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Artheharagas the Magmabreak (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 9% Damage (Melee): 0(-10) item manaburn arcane Damage when hit (Melee): 2 acid / 2 fire Changes stats: +2 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +11% light / +0%(-9%) fire / +11% darkness Changes resistances penetration: +5%(-) acid A cap made of leather. |
[vs. Cuthukor the linen wizard hat (1 def, 0 armour) (On head)] Flashlash the rough leather cap (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Flashlash the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Damage (Melee): 0(-10) item manaburn arcane Changes resistances: +0%(-6%) lightning / +6%(-3%) fire / +0%(-6%) temporal / +5% cold Changes resistances penetration: +10% light / +0%(-5%) acid Changes damage: +3% mind Psi when hit: +0.04 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% A cap made of leather. |
[vs. Cuthukor the linen wizard hat (1 def, 0 armour) (On head)] Nehek the rough leather cap (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Nehek the rough leather cap (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +2 Cun / +3 Wil Changes resistances: +0%(-6%) lightning / +2% physical / +0%(-9%) fire / +5% arcane / +0%(-6%) temporal Changes resistances penetration: +0%(-5%) acid Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A cap made of leather. |
[vs. Cuthukor the linen wizard hat (1 def, 0 armour) (On head)] insulating iron helm of dexterity (+3) (0 def, 3 armour)insulating iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +3 Dex Changes resistances: +0%(-6%) lightning / +6%(-3%) fire / +0%(-6%) temporal / +6% cold Changes resistances penetration: +0%(-5%) acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) 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. |
[vs. Summertide Phial (Light source)] brass lantern 'Anarain'This item will automatically be transmogrified when you leave the level. brass lantern 'Anarain' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes stats: +1 Dex / +2 Mag / +1 Wil Changes resistances: +6% acid / +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +6 (+3 eff.) Light radius: +5 (-) See stealth: +6 See invisible: +7 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. |
[vs. Summertide Phial (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +41.00 Light radius: +3 (-2) 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. |
[vs. elm totem of summon tentacle 'Scorpionmight' [power 100] (17/25 cooldown) (Tool)] iron pickaxe (dig speed 37 turns)iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-1) Dex Changes resistances: +0%(-3%) nature / +0%(-6%) darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
[vs. elm totem of summon tentacle 'Scorpionmight' [power 100] (17/25 cooldown) (Tool)] elm totem of stinging 'Eremekath' [power 110] (17/15 cooldown)This item will automatically be transmogrified when you leave the level. elm totem of stinging 'Eremekath' [power 110] (17/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +4 Changes stats: +0(-1) Dex Changes resistances: +0%(-3%) nature / +0%(-6%) darkness Changes resistances penetration: +5% physical Reduces incoming crit damage: 10.00% Light radius: +3 It can be used to sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By CURSING YOUR ENTIRE FAMILY AND YOUR DOG the Krog Cursed level 7
79th Pyre 122nd year of Ascendancy at 12:24 see stats
Log
CURSING YOUR ENTIRE FAMILY AND YOUR DOG attunes to the damage.
Talent Frenzy is ready to use.
Talent Dominate is ready to use.
Poison from Glikira the large white snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for (22 antimagic), 0 nature (0 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG receives 11 healing from Unnatural Body.
CURSING YOUR ENTIRE FAMILY AND YOUR DOG performs a melee critical strike against Grizzly bear!
CURSING YOUR ENTIRE FAMILY AND YOUR DOG hits Glikira the large white snake for 15 light, 15 light, 4 acid (34 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG hits Grizzly bear for 41 physical, 4 darkness, 4 mind, 0 arcane, 16 light, 16 nature, 4 darkness, 4 mind, 0 arcane, 16 light, 4 acid (110 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG hits Zubudheth the large brown snake for 16 light, 16 light, 4 acid (35 total damage).
Glikira the large white snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for (8 antimagic), 0 nature, (2 antimagic), 0 fire, 19 mind, (2 antimagic), 0 fire (19 total damage).
Belutha the copperhead snake's creeping dark hits Glikira the large white snake for 5 darkness damage.
Poison from Glikira the large white snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for (19 antimagic), 0 nature (0 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG receives 5 healing from Unnatural Body.
Glikira the large white snake misses CURSING YOUR ENTIRE FAMILY AND YOUR DOG.
Glikira the large white snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for 18 mind, (2 antimagic), 0 fire (18 total damage).
Zubudheth the large brown snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for 29 physical, (2 antimagic), 0 nature, (2 antimagic), 0 fire (29 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG uses Infusion: Regeneration.
CURSING YOUR ENTIRE FAMILY AND YOUR DOG starts regenerating health quickly.
Belutha the copperhead snake bites poison into CURSING YOUR ENTIRE FAMILY AND YOUR DOG.
Belutha the copperhead snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for 17 mind, (2 antimagic), 0 fire, (2 antimagic), 0 fire (17 total damage).
Belutha the copperhead snake's creeping dark hits Glikira the large white snake for 5 darkness damage.
Grizzly bear misses CURSING YOUR ENTIRE FAMILY AND YOUR DOG.
Glikira the large white snake misses CURSING YOUR ENTIRE FAMILY AND YOUR DOG.
Glikira the large white snake misses CURSING YOUR ENTIRE FAMILY AND YOUR DOG.
Zubudheth the large brown snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for 22 physical damage.
Belutha the copperhead snake hits CURSING YOUR ENTIRE FAMILY AND YOUR DOG for 18 mind, (2 antimagic), 0 fire, (2 antimagic), 0 fire (18 total damage).
CURSING YOUR ENTIRE FAMILY AND YOUR DOG the level 9 krog cursed was smashed to death by Zubudheth the large brown snake on level 1 of Norgos Lair.
Grizzly bear is no longer being stalked by CURSING YOUR ENTIRE FAMILY AND YOUR DOG.