











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 21 / 18% |
Size | medium |
Lifes / Deaths | Killed by bear trap at level 21 on the 44th Regrowth 123rd year of Ascendancy at 17:42 / 1 |
Primary Stats
Strength | 61 (base 50) |
Dexterity | 44 (base 38) |
Constitution | 12 (base 10) |
Magic | 17 (base 10) |
Willpower | 19 (base 14) |
Cunning | 23 (base 10) |
Resources
Life | -146/500 |
Hate | 110/110 |
Healing Factor | 1.2291526171258 |
Regeneration | 5.2238986227845 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 7 |
See Invisible | 9.0000000000003 |
Offense: Mainhand
Damage | 80 |
Accuracy | 44 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Temporal | +3% |
Arcane | +3% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Defense: Base
Armour (hardiness) | 47.292304923968 (87.807182003187%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 17 |
Physical Save | 41 |
Spell Save | 20 |
Mental Save | 33 |
Defense: Resistances
Darkness | + 6%( 70%) |
Acid | + 7%( 70%) |
Light | + 9%( 70%) |
Temporal | + 3%( 70%) |
Blight | + 6%( 70%) |
Physical | + 2%( 70%) |
Mind | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 74% |
Disarm Resistance | 20% |
Confusion Resistance | 49% |
Fear Resistance | 28% |
Knockback Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 20 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 81 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. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 Possessed. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Defense +10 (+5 eff.) Resistance +3% temporal Life Regen +2.00 Healmod +11% Blind Resist +20% Disarm Resist +10% Curse of Misfortune A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Wil defense ------ Resistance +6% blight Mind save +6 (+3 eff.) Disease Resist +10% Stun Resist +20% other ------- EQ when Hit +0.04 Light +3 See Stealth +7 See Invisibility +6 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +1 Con offense ------ Ignore Armor +3 defense ------ Armor +1 Fatigue +1% Resistance +9% light Mind save +6 (+3 eff.) Disarm Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invisibility +3 Curse of Nightmares A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Mag offense ------ On-Hit 8 acid Damage +6% acid Ignore resists +25% mind defense ------ Armor +2 Fatigue +3% Resistance +7% acid Physical save +9 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str +2 Mag offense ------ Damage +9% lightning +3% arcane defense ------ Life +22.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 15 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 15 other ------- Hate-on-crit +1.00 Max hate +6.00 Light +4 Infravision +4 Curse of Misfortune Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +6 (+3 eff.) Mind save +8 (+4 eff.) Life Regen +1.00 Stun Resist +26% Curse of Nightmares Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Damage +3% temporal defense ------ Resistance +6% darkness +2% physical Crit Resistance 5.00% Life +40.00 Curse of Nightmares One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Mindpower +3 (+2 eff.) defense ------ Physical save +6 (+2 eff.) other ------- Mana/turn +0.10 Max mana +23.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 12.5 - 15.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.0% Block +36 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) defense ------ Armor +16 Fatigue +8% Crit Resistance 15.00% Physical save +9 (+3 eff.) other ------- Infravision +3 Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +1 Wil +1 Con offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) When Hit 2 nature defense ------ Defense +1 (+1 eff.) Fatigue -3% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ When Hit 6 mind defense ------ Armor +14 Defense +3 (+2 eff.) Fatigue +8% Physical save +8 (+3 eff.) Spell save +3 (+2 eff.) Mind save +13 (+7 eff.) Life +37.00 Life Regen +1.00 Healmod +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Hate-on-crit +2.00 Max hate +4.00 Curse of Misfortune A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 69.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +3% mind defense ------ Resistance +9% blight +12% light +14% darkness Crit Resistance 5.00% Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +15% cold +6% arcane Ignore resists +15% arcane +10% light When Hit 2 cold defense ------ Resistance +22% lightning +6% light Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex offense ------ Ignore resists +10% acid Accuracy +5 (+2 eff.) defense ------ Resistance +6% acid +21% lightning Spell save +12 (+6 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Damage +3% lightning +12% mind Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 other ------- Light +1 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +6% cold +6% fire defense ------ Resistance +6% fire Crit Resistance 15.00% Life +25.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +23% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Fatigue -5% Resistance +22% darkness other ------- Encumbrance +21 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +8 (+2 eff.) Spellpower +5 (+4 eff.) Mindpower +7 (+4 eff.) defense ------ Mind save +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+4 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +5 See Invisibility +7 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Curse of Misfortune Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Misfortune Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Con +5 Wil offense ------ Ignore resists +5% physical Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Life +19.00 Curse of Corpses Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+2 eff.) Ignore resists +6% physical Accuracy +10 (+3 eff.) Ignore Armor +6 Curse of Madness Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Curse of Misfortune Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd 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 any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. 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! |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 10 * 25% chance for lightning to strike from the target to a second target dealing 21 damage Curse of Shrouds Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature Curse of Nightmares Sharp, long, and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+5 eff.) Resistance +14% lightning +6% temporal +1% physical Spell save +3 (+2 eff.) Life +20.00 Healmod +10% Curse of Madness A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+9 eff.) Damage +15% arcane defense ------ Resistance +9% all Curse of Madness An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind +7% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +12.00 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. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 Curse of Misfortune These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +22.00 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex offense ------ Spell Crit +4% Spellpower +4 (+3 eff.) Accuracy +13 (+4 eff.) defense ------ Armor +2 Fatigue +3% other ------- Mana/turn +0.14 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-hit +7 arcane On Hit: 10% Elemental Bolt level 3 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% Ignore resists +5% blight +5% arcane defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Mind save +7 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +6% temporal +15% cold Ignore resists +5% temporal defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +5% fire +6% cold Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Armor +3 Fatigue +5% Resistance +10% cold +6% darkness +3% fire Life +20.00 Pinning Resist +20% other ------- Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness When Hit 6 darkness defense ------ Armor +4 Fatigue +5% other ------- Light +3 Infravision +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Shield Power +6% Life Regen +2.10 Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Physical save +10 (+3 eff.) Curse of Shrouds A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Damage +9% physical Ignore resists +5% physical Accuracy +20 (+7 eff.) Ignore Armor +1 defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +12% Resistance +13% blight +1% physical +10% darkness +17% acid Mind save +11 (+6 eff.) other ------- Light +2 Curse of Misfortune A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +12 Defense +17 (+9 eff.) Fatigue +8% Mind save +13 (+7 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+5 eff.) Fatigue +8% Resistance +6% acid +5% cold other ------- Breathe water Curse of Nightmares A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% cold Curse of Misfortune A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +75 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun offense ------ Mind Crit +1% Mindpower +15 (+8 eff.) Damage +6% fire Accuracy +3 (+1 eff.) other ------- Max hate +4.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +12.0% Capacity 40 Auto Reload 3 On-ranged-hit +4 blight +8 temporal On-Hit, radius 1 +4 blight +8 fire On-crit, radius 2 +16 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dex Cursed the Cornac Cursed level 10
55th Haze 122nd year of Ascendancy at 20:32 see stats
By Dex Cursed the Cornac Cursed level 21
44th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Dex Cursed the Cornac Cursed level 10
51st Haze 122nd year of Ascendancy at 01:22 see stats
By Dex Cursed the Cornac Cursed level 20
17th Regrowth 123rd year of Ascendancy at 12:06 see stats
By Dex Cursed the Cornac Cursed level 21
44th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Dex Cursed the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 04:25 see stats
By Dex Cursed the Cornac Cursed level 7
34th Dusk 122nd year of Ascendancy at 08:36 see stats
By Dex Cursed the Cornac Cursed level 17
77th Haze 122nd year of Ascendancy at 04:54 see stats
Log
Your summoned terror disappears.
Dex Cursed hits Assassin for 9 darkness, 9 mind (18 total damage).
Assassin stops regenerating health quickly.
Dex Cursed has shrugged off 1 damage and is ready for more.
Dex Cursed receives 12 healing from Unnatural Body.
Bleeding from Bethynne the dremling hits Dex Cursed for (13 absorbed), 0 physical (0 total damage).
Rogue sapper activates a prepared device.
Your summoned terror disappears.
Assassin hits Terror for 44 physical, 4 mind, 38 physical (86 total damage).
Dex Cursed picks up (x.): linen robe of the mind (+11%) (Shrouds) (0 def, 0 armour).
Xanodhema the assassin slows down.
Dex Cursed triggers a trap (Rogue sapper's nightshade trap)!
Your shield crumbles under the damage!
The shield around Dex Cursed crumbles.
Dex Cursed harrows rogue sapper!
Dex Cursed is stunned!
Dex Cursed shrugs off Rogue sapper's 'Poison'!
You carefully avoid a trap (Rogue sapper's nightshade trap).
Curse of Nightmares hits Rogue sapper for 41 mind, 41 darkness (82 total damage).
Rogue sapper's nightshade trap hits Dex Cursed for (39 absorbed), (36 rampage shugs off), 196 nature (196 total damage).
Rogue sapper activates a prepared device.
A bear trap snaps onto Dex Cursed!
Rogue sapper deactivates Stealth.
Rogue sapper's bear trap hits Dex Cursed for 51 physical damage.
Dex Cursed the level 21 cornac cursed was mauled to death by a Rogue sapper's bear trap on level 4 of The Maze.