











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 | 14 / 40% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 45 (base 40) |
Dexterity | 43 (base 27) |
Constitution | 17 (base 10) |
Magic | 15 (base 10) |
Willpower | 20 (base 14) |
Cunning | 15 (base 10) |
Resources
Life | 468/468 |
Hate | 40/100 |
Healing Factor | 0.76626110576039 |
Regeneration | 0.1915652764401 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 20 |
Offense: Mainhand
Damage | 48 |
Accuracy | 42 |
Crit Chance | 3% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Arcane | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Mind | +5% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 40.522593642275 (62.32946707186%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 13 |
Physical Save | 23 |
Spell Save | 11 |
Mental Save | 21 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 20%( 70%) |
Physical | + 19%( 74%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Darkness | + 31%( 79%) |
Mind | + 11%( 70%) |
Fire | + 28%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 38% |
Bleed Resistance | 20% |
Confusion Resistance | 12% |
Fear Resistance | 18% |
Knockback Resistance | 58% |
Poison Resistance | 13% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 451% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 35 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 Magic stat. |
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 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Repel |
talent | Savage Hunter |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Adventurers party - Ziguranth patrol 10% Received damage reduction against: - Humanoid |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 26 mind and 26 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 32 Mind damage, and deal 32 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 40% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)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 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% Critical power +15.00% Damage +6% arcane Ignore resists +5% arcane +5% mind defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Encumbrance +24 Curse of Corpses A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +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 | ![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +6 (+3 eff.) Life +43.00 Unarmed combat: Weapon Damage 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +13% Disease Resist +10% other ------- Light +4 Infravision +4 Curse of Corpses Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 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% On-hit +16 light On-crit, radius 2 +12 mind On Hit: * 20% chance to reduce armor by 19% While equipped: defense ------ Resistance +3% acid Curse of Corpses One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +38 While equipped: defense ------ Armor +3 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% cold defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% darkness +11% cold Blind Resist +10% Cut Resist +20% Stun Resist +20% 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. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% fire Curse of Nightmares 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 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 [Ego] Arcane When inscribed on your body: Cooldown: 20 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 73 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. 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] Master While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Ignore resists +10% fire defense ------ Defense +10 (+5 eff.) Physical save +12 (+6 eff.) Spell save +11 (+10 eff.) Mind save +10 (+5 eff.) Unlife -20.00 life other ------- Max stamina +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +4 Wil +7 Lck offense ------ Spell Crit +2% Mindpower +6 (+3 eff.) Spellpower/crit +4 Accuracy +6 (+2 eff.) defense ------ Defense +9 (+5 eff.) Mind save +6 (+3 eff.) Resist unseen 11% Confus Resist +11% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Str +2 Dex offense ------ Physical Power +11 (+3 eff.) Ignore resists +9% all Accuracy +14 (+5 eff.) Ignore Armor +8 When Hit 2 nature defense ------ Resistance +6% blight +6% lightning +6% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +6% all Accuracy +5 (+2 eff.) Ignore Armor +6 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +8 fire Uses 2.0 Steam While equipped: offense ------ Damage +9% fire Accuracy +6 (+2 eff.) other ------- Cooldown Strafe -2 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 11.5 - 16.1 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 ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Curse of Nightmares One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +18% Summoned defense ------ Resist Against +16% Summoned Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Ignore resists +15% fire +10% cold When Hit 2 cold On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Spell save +6 (+6 eff.) other ------- Size +1 Curse of Corpses A belt that goes around your waist. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Critical power +10.00% Spellpower +20 (+12 eff.) Ignore resists +15% lightning defense ------ Armor +5 Fatigue +2% Resistance +3% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 Curse of Shrouds 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 [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Curse of Nightmares A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 physical Damage +3% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex offense ------ Spell Crit +3% Spellpower +5 (+5 eff.) Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% other ------- Mana/turn +0.11 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Elemental Bolt level 1 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold Physical save +6 (+3 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 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. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +6% mind +9% acid Life +45.00 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 [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +3% Damage +6% fire defense ------ Resistance +12% lightning other ------- Psi when Hit +0.12 Light +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. |
![]() 2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +6 (+2 eff.) 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. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% blight +3% temporal defense ------ Resistance +6% blight Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
Achievements
By Guts the Cornac Cursed level 8
74th Dusk 122nd year of Ascendancy at 05:15 see stats
By Guts the Cornac Cursed level 10
15th Regrowth 123rd year of Ascendancy at 16:07 see stats
By Guts the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 04:20 see stats
By Guts the Cornac Cursed level 11
31st Regrowth 123rd year of Ascendancy at 21:57 see stats
Log
You gain 14.32 gold from the transmogrification of Tulisin (Madness) (27-43 power, 2 apr).
You gain 4.00 gold from the transmogrification of Unerring Scalpel (Madness) (15-20 power, 25 apr).
You gain 1.05 gold from the transmogrification of regeneration infusion (heal 186; 17 cd).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 38 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
There is a Ruins of Kor'Pul here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.