











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 | 15 / 81% |
Size | medium |
Lifes / Deaths | Killed by Zubalaith the large white snake at level 15 on the 65th Haze 122nd year of Ascendancy at 08:31 / 1 |
Primary Stats
Strength | 46 (base 41) |
Dexterity | 10 (base 10) |
Constitution | 13 (base 10) |
Magic | 13 (base 10) |
Willpower | 31 (base 33) |
Cunning | 16 (base 10) |
Resources
Life | -26/342 |
Hate | 106/106 |
Healing Factor | 1.0283363011315 |
Regeneration | 7.9696063337693 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
Offense: Mainhand
Damage | 58 |
Accuracy | 35 |
Crit Chance | 9% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +13% |
Mind | +36% |
All | +6% |
Defense: Base
Armour (hardiness) | 28.08934837382 (81.151787968034%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 24 |
Physical Save | 22 |
Spell Save | 19 |
Mental Save | 21 |
Defense: Resistances
Blight | + 9%( 70%) |
Physical | + 1%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Lightning | + 13%( 70%) |
Light | + 12%( 70%) |
Mind | + 9%( 70%) |
Fire | + 10%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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 green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within9 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +20% mind Ignore Armor +4 defense ------ Armor +1 Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 Max hate +2.00 Curse of Misfortune A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 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] Psionic While equipped: offense ------ Damage +6% blight defense ------ Defense +1 (+0 eff.) Resistance +9% mind Life Regen +2.00 Silence Resist +10% other ------- Mana/turn +0.04 EQ when Hit +0.90 Psi when Hit +0.80 Hate when Hit +0.80 Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Curse of Nightmares 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 +3 Str offense ------ Mind Crit +1% On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -4% Resistance +12% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max hate +4.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +11% light other ------- Light +4 Infravision +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ Damage +3% light defense ------ Fatigue -5% Resistance +13% lightning +9% nature Life Regen +2.00 Stun Resist +24% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Cun offense ------ Critical power +5.00% Ignore resists +7% physical +10% mind +6% all Accuracy +13 (+5 eff.) Ignore Armor +13 When Hit 4 mind defense ------ Resistance +3% nature Curse of Misfortune Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +9 (+4 eff.) Stealth +6 Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +6 (+3 eff.) Fatigue -2% Physical save +5 (+3 eff.) 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 | ![]() 17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: Stats +2 Str offense ------ Critical power +5.00% defense ------ Armor +7 Fatigue +22% Resistance +9% blight +1% physical Life Regen +2.50 other ------- Stamina/turn +0.50 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 426% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 cold, 5 light, 3 mind 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 [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -4% Mind save +5 (+2 eff.) Confus Resist +20% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 13.5 - 20.2 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 Nightmares Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 lightning +6 mind On-crit, radius 2 +4 fire On Hit: * 12% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +2 Wil offense ------ Damage +3% darkness Ignore resists +5% darkness When Hit 6 darkness defense ------ Resistance +12% lightning Curse of Misfortune 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 Corpses 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] Master Weapon Damage 24.0 - 38.4 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% While equipped: offense ------ Accuracy +9 (+4 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +29% Curse of Madness Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: offense ------ Ignore resists +15% fire defense ------ Resistance +6% fire Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +9% cold +3% physical Ignore Armor +2 defense ------ Resistance +6% cold +3% fire Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Disrupt Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Resistance +7% acid +8% lightning +8% cold +9% fire +2% all Spell save +6 (+3 eff.) Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Disrupt/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Damage Against +14% Unnatural While equipped: Stats +2 Wil +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Armor +4 Resistance +6% acid Disease Resist +20% Disarm Resist +13% Curse of Misfortune Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +22% Curse of Misfortune One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal On-Hit, radius 1 +5 fire While equipped: defense ------ Resistance +5% temporal Curse of Shrouds One-handed war axes. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +1 (+0 eff.) Resistance +3% nature +9% lightning Mind save +6 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +15% light When Hit 2 light defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal +6% light +6% acid 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. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 Curse of Shrouds A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +21 Stamina/turn +0.30 Max stamina +10.00 Curse of Misfortune A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold other ------- Vim-on-crit +1.00 Hate-on-crit +1.00 Curse of Nightmares A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid Ignore resists +5% darkness +10% nature defense ------ Defense +11 (+5 eff.) Resistance +16% acid Spell save +12 (+6 eff.) Healmod +5% Blind Resist +20% Disease Resist +10% Curse of Madness A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% temporal +11% light +10% darkness Curse of Corpses A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% acid +10% light +11% darkness Curse of Nightmares A suit of armour made of metal plates. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Critical power +5.00% Damage +3% physical Ignore Armor +2 defense ------ Defense +5 (+2 eff.) Fatigue -5% 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 [Rare] Psionic While equipped: Stats +3 Wil offense ------ Critical power +10.00% Damage +6% mind +6% lightning When Hit 2 mind 2 light other ------- Psi when Hit +0.12 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. |
![]() 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. |
![]() 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 T1 shot ammo Reqs Dex 11 [Rare] Nature Weapon Damage 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 22 On-ranged-hit +4 darkness +6 nature On-Hit, radius 1 +4 darkness On-crit, radius 2 +16 acid On Hit: * 20% chance to reduce damage dealt by 16% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Guts the Cornac Cursed level 8
37th Dusk 122nd year of Ascendancy at 21:22 see stats
By Guts the Cornac Cursed level 10
50th Haze 122nd year of Ascendancy at 13:46 see stats
By Guts the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 03:38 see stats
By Guts the Cornac Cursed level 11
55th Haze 122nd year of Ascendancy at 18:47 see stats
Log
Guts hits Zubalaith the large white snake for 90 physical, 14 light (104 total damage).
Guts's nightmare area effect killed Red crystal!
Guts has shrugged off 23 damage and is ready for more.
Talent Frenzy is ready to use.
Burning from Red crystal hits Guts for 16 fire damage.
Zubalaith the large white snake's Beyond the Flesh hits Guts for 53 physical, 17 physical, 13 lightning (83 total damage).
Guts receives 13 healing from Unnatural Body.
Melee retaliation hits Zubalaith the large white snake for 2 mind damage.
Guts harrows red crystal!
Red crystal's Flame Bolt hits Guts for (23 rampage shugs off), 24 fire (24 total damage).
Curse of Nightmares hits Terror for 38 mind, 2 darkness (40 total damage).
Guts is confused and fails to use Frenzy.
Zubalaith the large white snake deactivates Charged Aura.
Guts is recovering from the damage!
Guts resists!
Zubalaith the large white snake hits Terror for 178 lightning damage.
Zubalaith the large white snake hits Guts for 112 lightning damage.
The air around Guts grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Guts has shrugged off 23 damage and is ready for more.
Guts is no longer dominated.
Burning from Red crystal hits Guts for 24 fire damage.
Zubalaith the large white snake's Beyond the Flesh hits Guts for 63 physical, 18 physical (81 total damage).
Guts receives 7 healing from Unnatural Body.
Melee retaliation hits Zubalaith the large white snake for 4 mind damage.
Zubalaith the large white snake activates Thermal Aura.
Melee retaliation hits Zubalaith the large white snake for 4 mind damage.
Zubalaith the large white snake hits Guts for (23 rampage shugs off), 44 physical (44 total damage).
Guts the level 15 cornac cursed was tortured to death by Zubalaith the large white snake on level 2 of Scintillating Caves.
Zubalaith the large white snake is no longer being stalked by Guts.