Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Constitution Viability Buff Addon 1.4.6Constitution now grants: Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.4.8Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Damned Class 1.2.5Adds a new afflicted class. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Sunwalker |
| Class | Cursed |
| Level / Exp | 42 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by The Withering Thing at level 10 on the 5th Mirth 122nd year of Ascendancy at 10:10 0 / 8Killed by Ememira the gloomy dire wolf at level 11 on the 5th Mirth 122nd year of Ascendancy at 11:40 Killed by Ememira the gloomy dire wolf at level 11 on the 5th Mirth 122nd year of Ascendancy at 12:26 Killed by enthralled slave at level 20 on the 9th Dusk 122nd year of Ascendancy at 00:15 Killed by slaver at level 21 on the 9th Dusk 122nd year of Ascendancy at 04:18 Killed by Voruvea the carrion worm mass at level 41 on the 28th Dusk 122nd year of Ascendancy at 18:30 Killed by bandit at level 41 on the 28th Dusk 122nd year of Ascendancy at 18:51 Killed by Voruvea the carrion worm mass at level 42 on the 28th Dusk 122nd year of Ascendancy at 19:10 |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 24 (base 10) |
| Constitution | 23.734300558405 (base 33) |
| Magic | 23 (base 10) |
| Willpower | 80 (base 60) |
| Cunning | 17 (base 10) |
Resources
| Life | -5/1104 |
| Positive | 172/173 |
| Hate | 100/100 |
| Healing Factor | 1.897671502792 |
| Regeneration | 11.076167778402 |
Speed
| Mental | +55.769854152873% |
| Attack | 0% |
| Movement | +385.53440607398% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 48 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 32.92 (81.030927835052%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 27 |
| Physical Save | 46 |
| Spell Save | 28 |
| Mental Save | 40 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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. |
| Taints | Effective talent level: 1.0 Taint: VampireUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Vampiric taint fills you; each time you deal damage, you have 18% chance to heal for 18% of the damage done. However this effect will only last 9 turns and your light resistance is weakened by 18%. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Sunwalker | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is infected by a disease, reducing its constitution by 19 and doing 67.86 blight damage per turn. Rotting Disease |
| beneficial effect | Stalking thief. Bonus level 2: +16 attack, +15% melee damage, +1.00 hate/turn prey was hit. Stalking -43/836 +2 |
| beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +41% physical damage, +21 physical save, +21 mental save, 62/62 damage shrugged off this turn) Rampaging |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The target is infected with a corrosive worm, reducing blight and acid resistance by 48%. When the effect ends, the worm will explode, dealing 273 acid damage in a 4 radius ball. This damage will increase by 37% of all damage taken while under torment Corrosive Worm |
| detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Armagas the pair of iron boots (Shrouds) (0 def, 3 armour) Armagas the pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +9% acid / +3% temporal / +3% light / +3% blight / +3% nature / +3% lightning Changes resistances penetration: +10% temporal Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Shrouds It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Isessra the iron helm (Misfortune) (0 def, 3 armour) Isessra the iron helm (Misfortune) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +6 Str / +8 Dex / +3 Mag / +7 Lck Grants telepathy: Demon/Minor Demon/Major Spell crit. chance: +3% Mental crit. chance: +3% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Arthethel' (dig speed 10 turns) iron pickaxe 'Arthethel' (dig speed 10 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances: +11% nature Changes resistances penetration: +5% acid / +11% physical Changes damage: +7% fire / +6% mind / +6% nature Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +7 (+2 eff.) Hate when firing a critical mind attack: +5.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of perseverance (Madness) warrior's steel ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +29% Life regen: +2.20 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Nightmares) Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
| In main hand | steel greatmaul 'Deepsblight' (Nightmares) (28-42 power, 2 apr) steel greatmaul 'Deepsblight' (Nightmares) (28-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 40% chance to inflict damage reduction * 16% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Melee): +16 blight / +16 lightning Burst (radius 1) on hit: +14 fire When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +10% mind / +13% darkness Changes damage: +9% mind / +6% temporal Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Disease immunity: +28% Psi when hit: +0.16 Mindpower: +4 (+1 eff.) Curse of Nightmares Massive two-handed mauls. |
| On hands | rough leather gloves 'Porymina' (Nightmares) (0 def, 1 armour) rough leather gloves 'Porymina' (Nightmares) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Effects on melee hit: * 12% chance to cause random gloom * 10% chance to gain 10% of a turn Damage (Melee): 6 blight / 14 darkness / 12 mind Changes stats: +1 Dex Changes resistances: +6% blight Changes damage: +4% blight / +6% physical Critical mult.: +9.00% Physical save: +3 (+1 eff.) Mental save: -13 (-6 eff.) Mindpower: +5 (+1 eff.) Curse of Nightmares It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | iron plate armour 'Adyta' (Corpses) (3 def, 9 armour) iron plate armour 'Adyta' (Corpses) (3 def, 9 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 8 mind Changes stats: +2 Wil Changes resistances: +6% acid / +5% cold Changes resistances penetration: +5% blight Allows you to breathe in: water Critical mult.: +10.00% Life regen: +1.60 Maximum life: +43.00 Maximum psi: +10.00 Healing mod.: +11% Curse of Corpses A suit of armour made of metal plates. |
| Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | copper amulet 'Zanirath' copper amulet 'Zanirath'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +8 (+2 eff.) Changes stats: +2 Str / +3 Con Changes damage: +9% arcane Physical save: +5 (+1 eff.) Cut immunity: +50% Life regen: +1.10 Stamina each turn: +0.20 Maximum life: +36.00 Healing mod.: +32% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 392 over 5 turns)regeneration infusion (heal 392 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 8; power 21; turns 4; dispells darkness)sun infusion (rad 8; power 21; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (674% speed; 6 turns)movement infusion of the wizard (674% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 16; dur 3) phase door rune (range 6; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
iron battleaxe (Misfortune) (13-19.5 power, 1 apr) iron battleaxe (Misfortune) (13-19.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
Bill's Tree Trunk (Corpses) (30-51 power, 7 apr) Bill's Tree Trunk (Corpses) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 30% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
flaming iron greatmaul (Madness) (17-25.5 power, 1 apr) flaming iron greatmaul (Madness) (17-25.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Curse of Madness Massive two-handed mauls. |
Voreth the Noongash (Misfortune) (26.5-39.75 power, 2 apr) Voreth the Noongash (Misfortune) (26.5-39.75 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 13% * leeches stamina from the target * 25% chance to remove a magical effect Damage (Melee): +8 acid / +10 temporal / +24 nature Burst (radius 1) on hit: +4 acid When wielded/worn: Damage when hit (Melee): 10 nature slow Changes resistances: +9% acid Changes damage: +9% acid Curse of Misfortune Massive two-handed mauls. |
Bethumina the Flashsmash (Nightmares) (15-24 power, 1 apr) Bethumina the Flashsmash (Nightmares) (15-24 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes resistances penetration: +5% light Curse of Nightmares Massive two-handed swords. |
Betytha (Shrouds) (11-15.4 power, 2 apr) Betytha (Shrouds) (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 blight When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes damage: +12% mind Disease immunity: +12% Equilibrium when hit: +0.04 Mana when firing critical spell: +2.00 Curse of Shrouds Sharp, long, and deadly. |
Morningsnake (Corpses) (13-18.2 power, 2 apr) Morningsnake (Corpses) (13-18.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +7 mind Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 15% chance to blind Light radius: +1 Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Skullcleaver (Misfortune) (20-28 power, 4 apr) Skullcleaver (Misfortune) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Shantiz the Stormblade (Madness) (15-19.5 power, 20 apr) Shantiz the Stormblade (Madness) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Zubimille (Misfortune) (26-33.8 power, 9 apr) Zubimille (Misfortune) (26-33.8 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 temporal / +26 nature / +9 darkness Burst (radius 1) on hit: +4 acid Damage against: +12% Living When wielded/worn: Armour penetration: +10 Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Con / +1 Wil Changes resistances penetration: +15% mind / +16% physical Changes damage: +6% blight / +11% physical Grants telepathy: Dragon Mental save: +10 (+3 eff.) Disarm immunity: +16% Psi when hit: +0.12 Mindpower: +4 (+1 eff.) Curse of Misfortune Sharp, short and deadly. |
Surefire (Misfortune) Surefire (Misfortune)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Misfortune It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Merkul's Second Eye (Corpses) Merkul's Second Eye (Corpses)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Corpses This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
linen robe 'Porura' (Nightmares) (0 def, 0 armour) linen robe 'Porura' (Nightmares) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +11% acid / +11% physical / +11% fire / +16% nature / +12% cold Changes resistances penetration: +10% blight Changes damage: +7% acid / +6% physical / +9% blight / +6% fire / +11% nature / +6% cold Talent cooldown: Refit Golem (-3 turns) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adirita the iron mail armour (Shrouds) (2 def, 4 armour) Adirita the iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Dex / +3 Con Changes resistances: +6% mind Maximum encumbrance: +40 Mental save: +12 (+4 eff.) Life regen: +1.60 Maximum life: +73.00 Healing mod.: +23% Curse of Shrouds A suit of armour made of mail. |
iron mail armour (Nightmares) (2 def, 4 armour) iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
spiked iron mail armour of lightning resistance (Madness) (2 def, 4 armour) spiked iron mail armour of lightning resistance (Madness) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning Curse of Madness A suit of armour made of mail. |
Flamewrought (Misfortune) (0 def, 2 armour) Flamewrought (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Curse of Misfortune It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 86.85 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (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 mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Curse of Misfortune These gloves are coated with a thick, green liquid. |
steady rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour) steady rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted iron gauntlets (Nightmares) (0 def, 1 armour) blighted iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes resistances: +5% blight Changes damage: +3% blight Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of fire (+15%) (Shrouds) (1 def, 0 armour) linen wizard hat of fire (+15%) (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% fire Changes damage: +10% fire Curse of Shrouds A pointy cloth hat, very wizardly... |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
54 alchemist agate 54 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Arygorion ArygorionPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +6% temporal / +6% cold Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+4 eff.) Light radius: +2 Infravision radius: +3 See stealth: +14 See invisible: +13 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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), costing 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. quiet steel torque of mindblast [power 153] (6 cooldown)quiet steel torque of mindblast [power 153] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 84.15 to 168.30 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments 'Isloth' [power 1] (10 cooldown) elm totem of cure ailments 'Isloth' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Cun Maximum wards: +2 acid / +2 nature / +1 light Talents granted: +1 Ward +2 Rushing Claws Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum hate: +8.00 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Uniques)
Got a character to level 10.By Boden the Sunwalker Cursed level 10
5th Mirth 122nd year of Ascendancy at 05:56 see stats
Level 20 (Uniques)
Got a character to level 20.By Boden the Sunwalker Cursed level 20
8th Dusk 122nd year of Ascendancy at 22:58 see stats
Level 30 (Uniques)
Got a character to level 30.By Boden the Sunwalker Cursed level 30
26th Dusk 122nd year of Ascendancy at 20:57 see stats
Level 40 (Uniques)
Got a character to level 40.By Boden the Sunwalker Cursed level 40
28th Dusk 122nd year of Ascendancy at 16:06 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Boden the Sunwalker Cursed level 31
27th Dusk 122nd year of Ascendancy at 02:27 see stats
The Right thing to do (Uniques)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boden the Sunwalker Cursed level 23
9th Dusk 122nd year of Ascendancy at 09:37 see stats
The secret city (Uniques)
Discovered the truth about mages.By Boden the Sunwalker Cursed level 35
27th Dusk 122nd year of Ascendancy at 23:10 see stats
Thralless (Uniques)
Freed at least 30 enthralled slaves in the slavers' compound.By Boden the Sunwalker Cursed level 21
9th Dusk 122nd year of Ascendancy at 04:16 see stats
Log
Voruvea the carrion worm mass overcomes the gloom
Thief performs a melee critical strike against Boden!
Thief hits Boden for 0 physical, 0 mind, , 0 physical (0 total damage).
Boden hits Thief for 4 mind, 4 mind (8 total damage).
Boden hits Mountain troll thunderer for 4 mind damage.
Mountain troll thunderer hits Boden for 0 physical damage.
Voruvea the carrion worm mass casts Dark Portal.
Voruvea the carrion worm mass's spell attains critical power!
Mountain troll thunderer is afflicted by a weakness disease!
Boden is afflicted by a rotting disease!
Thief is afflicted by a weakness disease!
Bandit is afflicted by a decrepitude disease!
Boden hits Thief for 143 physical, 4 blight, , 7 lightning, , , 6 darkness, 6 mind, 1 blight, , 7 fire (174 total damage).
Boden hits Golem (servant of Voruvea the carrion worm mass) for (5 absorbed), 0 fire (0 total damage).
Boden hits Mountain troll thunderer for 10 fire damage.
Carrion worm mass's blight area effect hits Voruvea the carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Golem (servant of Voruvea the carrion worm mass) for (13 absorbed), 0 blight (0 total damage).
Carrion worm mass's blight area effect hits Boden for 0 blight damage.
Carrion worm mass's blight area effect hits Mountain troll thunderer for 15 blight damage.
Bandit feels pain again.
Bandit is not stunned anymore.
Bandit overcomes the gloom
Thief overcomes the gloom
Thief is not stunned anymore.
Mountain troll thunderer is not stunned anymore.
Golem (servant of Voruvea the carrion worm mass) is not stunned anymore.
Your hatred grows even as your life fades! (+4 hate)
The shield around golem (servant of Voruvea the carrion worm mass) crumbles.
Saving game...
