Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ghoul |
Class | Cursed |
Level / Exp | 13 / 19% |
Size | medium |
Lifes / Deaths | Killed by Drakul at level 13 on the 6th Flare 122nd year of Ascendancy at 06:14 / 1 |
Primary Stats
Strength | 46 (base 19) |
Dexterity | 17 (base 10) |
Constitution | 41 (base 20) |
Magic | 10 (base 10) |
Willpower | 30 (base 24) |
Cunning | 31 (base 25) |
Resources
Life | -167/550 |
Hate | 100/100 |
Healing Factor | 1.3781403954778 |
Regeneration | 1.7226754943472 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 62 |
Accuracy | 46 |
Crit Chance | 8% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +9% |
Nature | +18% |
Darkness | +13% |
Mind | +40% |
All | 0% |
Offense: Damage Penetration
Darkness | +12% |
Mind | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 36 (60%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 11 |
Physical Save | 33 |
Spell Save | 27 |
Mental Save | 43 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 2%( 70%) |
All | + 11%( 70%) |
Darkness | + 45%( 70%) |
Cold | + 29%( 70%) |
Fire | + 14%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Unlightglory the pair of rough leather boots (Shrouds) (0 def, 1 armour) Unlightglory the pair of rough leather boots (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +15 (+5 eff.) Curse of Shrouds A pair of boots made of leather. |
Quiver | acidic quiver of elm arrows (18/18, 14-20 power, 5 apr) acidic quiver of elm arrows (18/18, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Arrows are used with bows to pierce your foes to death. |
Light source | Eluleta the Blindpall Eluleta the Blindpall2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 2 mind 6 darkness ----- def ----- Max.HP +41.00 ---------- misc Light +4 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 | Woebrawn the hardened leather cap (Nightmares) (0 def, 3 armour) Woebrawn the hardened leather cap (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +4 Dex dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness +3% fire ---------- misc Infravis +1 Curse of Nightmares A cap made of leather. |
On hands | restful rough leather gloves of dexterity (+2) (Madness) (0 def, 1 armour) restful rough leather gloves of dexterity (+2) (Madness) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
On fingers | warrior's steel ring of darkness (+20%) warrior's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +6 Resists +20% darkness Rings make your fingers look great! |
Around neck | Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | Loamquench the dwarven-steel mace (Nightmares) (26-36 power, 4 apr) Loamquench the dwarven-steel mace (Nightmares) (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 25.5 - 35.7 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 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% nature +9% light Res.pen +7% all Acc +12 (+4 eff.) Apr +7 On Hit (Melee): * 10% chance to slow global speed by 52% ---------- misc Equi/ret +0.12 Curse of Nightmares Blunt and deadly. |
Around waist | Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
In off hand | Hykalthobar (Nightmares) (0 def, 6 armour, 33-40 power, 105 block) Hykalthobar (Nightmares) (0 def, 6 armour, 33-40 power, 105 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +105 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +20% acid +5% arcane +9% darkness Spell.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+8 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion (speed 400%; cd 16) movement infusion (speed 400%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 430%; cd 12) movement infusion of the wizard (speed 430%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
stabilizing copper amulet of mastery (0.10 Cursed / Endless hunt) stabilizing copper amulet of mastery (0.10 Cursed / Endless hunt)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.10 Cursed/Endless hunt Amulets make your neck look great! |
flaming steel dagger of daylight (Madness) (12-16 power, 6 apr) flaming steel dagger of daylight (Madness) (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light Against +7% Undead On Hit.r1 +7 fire Curse of Madness Sharp, short and deadly. |
slime-covered steel greatmaul of erosion (Madness) (28-41 power, 2 apr) slime-covered steel greatmaul of erosion (Madness) (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 nature On Hit: * 7% chance to slow global speed by 52% Curse of Madness Massive two-handed mauls. |
dwarven-steel mace 'Bloomrigor' (Shrouds) (29-41 power, 4 apr) dwarven-steel mace 'Bloomrigor' (Shrouds) (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% mind +15% fire Acc +8 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 52% * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +8 (+7 eff.) Resists +9% mind Disarm- +20% Curse of Shrouds Blunt and deadly. |
flaming iron mace of massacre (Nightmares) (18-24 power, 2 apr) flaming iron mace of massacre (Nightmares) (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +5 fire Curse of Nightmares Blunt and deadly. |
vined mindstar (Madness) (6-6 power, 18 apr, nature damage) vined mindstar (Madness) (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- 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. |
vined mindstar (Shrouds) (5-6 power, 18 apr, nature damage) vined mindstar (Shrouds) (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glintpunish (Misfortune) Glintpunish (Misfortune)1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +5% light Against +22% Summoned Melee Ret 6 acid ----- def ----- Resists +9% acid +9% cold +5% arcane +6% nature D.Red.from +15% Summoned Curse of Misfortune A belt that goes around your waist. |
Stormdream the rough leather belt (Madness) Stormdream the rough leather belt (Madness)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Resists +3% lightning Max.HP +33.00 ---------- misc Light +3 Curse of Madness A belt that goes around your waist. |
Glarelord the pair of iron boots (Misfortune) (0 def, 3 armour) Glarelord the pair of iron boots (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% light +3% physical ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Max.stam +30.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 nature Dmg.mod +3% nature Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +5% nature Spell.save +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Hydrandil the cashmere wizard hat (Nightmares) (2 def, 0 armour) Hydrandil the cashmere wizard hat (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Defense +2 (+2 eff.) Resists +7% nature +7% blight Crit.chn- 10.00% ---------- misc Max.psi +20.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
Prismwrecker (Nightmares) (0 def, 4 armour) Prismwrecker (Nightmares) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness ---------- misc Stam/ret +1.10 Equi/ret +1.00 Light +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eloda' (Nightmares) (0 def, 5 armour) iron helm 'Eloda' (Nightmares) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Mind.crit +3% Crit.mult +5.00% ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +1.00 Infravis +1 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (Nightmares) (0 def, 3 armour) iron helm of strength (+2) (Nightmares) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (Nightmares) (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (Nightmares) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold Phys.save +11 (+5 eff.) ---------- misc Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating dwarven-steel mail armour of clarity (Madness) (3 def, 8 armour) rejuvenating dwarven-steel mail armour of clarity (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +5% mind Mind.save +10 (+4 eff.) HP.reg +3.50 ---------- misc Stam/turn +0.80 Curse of Madness A suit of armour made of mail. |
cleansing cured leather armour of fire resistance (Madness) (6 def, 4 armour) cleansing cured leather armour of fire resistance (Madness) (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +11% blight +17% fire +12% nature Curse of Madness A suit of armour made of leather. |
cured leather armour of lightning resistance (Misfortune) (6 def, 4 armour) cured leather armour of lightning resistance (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +16% lightning Curse of Misfortune A suit of armour made of leather. |
Xara the Heatgrind (Madness) (20 def, 15 armour) Xara the Heatgrind (Madness) (20 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Armour +15 Defense +20 (+13 eff.) Fatigue +18% Phys.save +7 (+3 eff.) Heal.mod +10% Cut- +10% Curse of Madness A suit of armour made of metal plates. |
reinforced iron shield of acid resistance (+16%) (Madness) (0 def, 4 armour, 7-8 power, 38 block) reinforced iron shield of acid resistance (+16%) (Madness) (0 def, 4 armour, 7-8 power, 38 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
agate 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
dwarven-steel pickaxe 'Coalborn' (dig speed 32 turns) dwarven-steel pickaxe 'Coalborn' (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Fatigue -6% ---------- misc Equi/ret +0.04 Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast [power 180] (15 cooldown) steel torque of mindblast [power 180] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (15 cooldown) ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 25] (20 cooldown) ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
ash wand of shielding [power 170] (20 cooldown) ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Drakul the Ghoul Cursed level 10
10th Mirth 122nd year of Ascendancy at 05:41 see stats
By Drakul the Ghoul Cursed level 9
8th Mirth 122nd year of Ascendancy at 11:31 see stats
Log
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
You feel your rampage slowing down. (-1 duration)
Drakul is no longer rampaging.
Drakul starts suffocating to death!
Drakul is suffocating.
Drakul begins rampaging!
Talent Dominate is ready to use.
Rampaging hits Drakul for (23 rampage shugs off) damage.
Drakul casts Rune: Shielding.
A shield forms around Drakul.
You feel your rampage slowing down. (-1 duration)
Drakul uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
You feel your rampage slowing down. (-1 duration)
Drakul has shrugged off 23 damage and is ready for more.
Your shield crumbles under the damage!
The shield around Drakul crumbles.
Drakul hits Drakul for (130 absorbed) damage.
Rampaging hits Drakul for (11 rampage shugs off) damage.
Drakul has shrugged off 11 damage and is ready for more.
Talent Frenzy is ready to use.
Rampaging hits Drakul for (23 rampage shugs off) damage.
Drakul has shrugged off 23 damage and is ready for more.
Rampaging hits Drakul for (23 rampage shugs off) damage.
Drakul the level 13 ghoul cursed suffocated to death on level 1 of Sandworm lair.