









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 11 / 75% |
Size | big |
Lifes / Deaths | Killed by Layitta the polar bear at level 11 on the 3rd Dusk 122nd year of Ascendancy at 18:35 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 15) |
Dexterity | 11 (base 10) |
Constitution | 27 (base 20) |
Magic | 10 (base 10) |
Willpower | 39 (base 34) |
Cunning | 10 (base 10) |
Resources
Life | -80/420 |
Hate | 68/100 |
Equilibrium | 30 |
Healing Factor | 0.9224316931342 |
Regeneration | 1.1530396164178 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 33 |
Accuracy | 26 |
Crit Chance | 0% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +12% |
Physical | +10% |
Fire | +14% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Darkness | +20% |
Mind | +5% |
Cold | +5% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 4 |
Physical Save | 16 |
Spell Save | 21 |
Mental Save | 25 |
Defense: Resistances
Acid | + 13%( 70%) |
Physical | + 19%( 70%) |
Cold | + 24%( 70%) |
All | + 10%( 70%) |
Lightning | + 18%( 70%) |
Light | + 13%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 61%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Confusion Resistance | 51% |
Fear Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
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 540% 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. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% mind +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +3% mind +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Mind.crit +3% ----- def ----- Resists +3% acid +3% all Spell.save +6 (+3 eff.) Max.HP +20.00 Confus- +10% Stun/Frz- +20% ---------- misc 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% fire Res.pen +10% fire Melee Ret 8 cold ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 Max.psi +10.00 A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% physical Acc +4 (+2 eff.) ----- def ----- Resists +10% physical Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% lightning Acc +5 (+3 eff.) ----- def ----- Die.at -60.00 life Max.HP +33.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Ego] Master Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +11% fire Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +3% lightning +3% light +16% fire +3% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% acid Res.pen +20% darkness +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 79.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Shrouds Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 53.02 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (106). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Master Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Curse of Nightmares Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Nature Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +15% Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 31.0 - 49.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +7 Wil +6 Cun +7 Con Curse of Corpses Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% arcane +5% physical Acc +13 (+7 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +20% ---------- misc See.Invis +18 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +6% lightning +3% cold +5% arcane Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 Curse of Corpses Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Curse of Nightmares Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +21% acid Disarm- +23% Curse of Misfortune Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.70 Heal.mod +11% Heal/summ +11 ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +11% physical Shield.near.proj +14 Proj.slow +11% ---------- misc Talents +1 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 17.5 - 26.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam When used to Attack: On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +12% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 shot ammo [Ego] Arcane Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 On Hit.r1 +6 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: dps ---------- Melee+ 8 cold Melee Ret 1 ice ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- Melee+ 7 cold Melee Ret 1 ice ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +11% acid +3% mind ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +10% blight +16% fire +12% nature A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +11% light +10% darkness +5% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master/Psionic While equipped: ----- def ----- Armour +14 Defense +2 (+2 eff.) Fatigue +12% Resists +5% mind Mind.save +13 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% cold Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +16 (+16 eff.) Resists +3% mind +9% nature Phys.save +3 (+3 eff.) Max.HP +52.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -3% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal +6% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue -3% Resists +3% acid +3% fire +6% light Phys.save +6 (+5 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical +11% fire Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +19% fire ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +3% darkness +9% cold Phys.save +3 (+3 eff.) Blind- +20% Disease- +20% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% mind +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +2 Cun +1 Con dps ---------- Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc See.Invis +9 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% nature Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +5% Resists +11% light +17% darkness +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% ----- def ----- Phys.save +3 (+3 eff.) Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By nytb the Krog Cursed level 9
2nd Summertide 122nd year of Ascendancy at 01:36 see stats
By nytb the Krog Cursed level 10
2nd Dusk 122nd year of Ascendancy at 01:32 see stats
By nytb the Krog Cursed level 8
4th Mirth 122nd year of Ascendancy at 14:00 see stats
Log
Nytb slows down.
Nytb rearms.
Nytb is no longer rampaging.
Nytb is not crippled anymore.
Rested for 6 turns (stop reason: hostile spotted to the east (Layitta the polar bear)).
Nytb uses Infusion: Wild.
Nytb lessens the pain.
Mindrot hits Layitta the polar bear for 4 mind, 4 darkness (8 total damage).
Mindrot hits Layitta the polar bear for 4 mind, 4 darkness (8 total damage).
Nytb is lost in a nightmare.
Nytb attunes to the damage.
Nytb's mind surges with critical power!
Talent Infusion: Healing is ready to use.
Nightmare from Adesemina the treant hits nytb for (7 antimagic), 0 darkness (0 total damage).
Mindrot hits Layitta the polar bear for 6 mind, 6 darkness (12 total damage).
Layitta the polar bear uses Telekinetic Smash.
Layitta the polar bear performs a melee critical strike against nytb!
Nytb begins rampaging!
Nytb is crippled.
Melee retaliation hits Layitta the polar bear for 3 cold, 3 cold (6 total damage).
Layitta the polar bear hits nytb for 28 physical, 8 physical, 58 physical, 8 physical (102 total damage).
Nytb is free from the nightmare.
Layitta the polar bear's Beyond the Flesh performs a melee critical strike against nytb!
Melee retaliation hits Layitta the polar bear for 2 cold damage.
Layitta the polar bear's Beyond the Flesh hits nytb for 53 physical damage.
nytb the level 11 krog cursed was mauled to death by Layitta the polar bear on level 3 of Norgos Lair.
Layitta the polar bear is no longer being stalked by nytb.