










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 16 / 70% |
| Size | big |
| Lifes / Deaths | Killed by Nerynne the black jelly at level 16 on the 28th Dusk 122nd year of Ascendancy at 16:21 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 43) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 46 (base 34) |
| Cunning | 10 (base 10) |
Resources
| Life | -150/539 |
| Hate | 102/102 |
| Equilibrium | 30 |
| Healing Factor | 1.3054674059366 |
| Regeneration | 4.242769069294 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 40 |
| Crit Chance | 4% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 40 |
| Crit Chance | 5% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 18 |
| Ranged Defense | 21 |
| Fatigue | 9 |
| Physical Save | 25 |
| Spell Save | 39 |
| Mental Save | 27 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 67%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Physical | + 14%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | 0%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 63% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
| Silence Resistance | 10% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% 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. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 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 |
| 3/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one 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 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.' * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Freezelady (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +5% cold defense ------ Armor +3 Fatigue +2% Resistance +12% cold +3% fire +9% mind +3% temporal Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Shadowburst'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Resistance +3% temporal +6% darkness +15% cold Life +42.00 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. |
| On head | Polynn the Glacierwitch (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Resistance +7% blight +9% cold +5% nature other ------- Psi when Hit +0.12 Hate-on-crit +2.00 Max psi +10.00 Light +1 A cap made of leather. |
| On hands | Emytha the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Dex offense ------ On-Hit 8 cold Damage +5% cold defense ------ Armor +2 Resistance +6% cold Crit Resistance 10.00% Poison Resist +20% Disease Resist +20% other ------- Light +2 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. |
| Tool | Tooth of the Mouth (dig speed 12 turns)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 | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.94 cold and 14.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 17/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 254 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | iron longsword 'Torathel' (Madness) (115% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mindpower +30 (+10 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +9 (+4 eff.) other ------- Max hate +2.00 Curse of Madness Sharp, long, and deadly. |
| Around waist | Hathonarirath the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +5% arcane +6% mind Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) Mind save +6 (+3 eff.) Blind Resist +20% Silence Resist +10% A belt that goes around your waist. |
| In off hand | hateful steel longsword of massacre (Nightmares) (122% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living Curse of Nightmares Sharp, long, and deadly. |
| Cloak | resilient linen cloak of battle (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -2% Life +33.00 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 | Nature's Blessing (Nightmares) (8 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+5 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +38 (+13 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Curse of Nightmares Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
wild infusion of the duelist (res 19%; mental; dur 4; cd 10)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 mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; magical; dur 4; cd 10)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 magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cleansing steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +10% nature +10% blight Poison Resist +24% Disease Resist +20% Amulets make your neck look great! |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
Umbral Razor (Shrouds) (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Curse of Shrouds Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 34.51 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming steel dagger of crippling (Shrouds) (100% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Curse of Shrouds Sharp, short and deadly. |
flaming steel longsword of shearing (Corpses) (105% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical 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 +7 fire While equipped: offense ------ Ignore resists +6% all Accuracy +6 (+2 eff.) Ignore Armor +6 Curse of Corpses Sharp, long, and deadly. |
Aeradeblek the Scaldfist (Madness) (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +4% Spellpower +19 (+5 eff.) On-Hit 22 arcane Damage +25% lightning +21% temporal defense ------ Resistance +6% fire other ------- Mana/turn +0.19 Max mana +110.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of crippling (Corpses) (107% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Curse of Corpses One-handed war axes. |
enhanced steel waraxe of erosion (Nightmares) (108% power, 3 apr) =stats=3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Nature Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +3 Str +4 Dex +5 Mag +3 Wil +4 Cun +3 Con Curse of Nightmares One-handed war axes. |
thick linen cloak of Iron Throne (Corpses) (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold 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. |
Suntitan (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% physical Ignore resists +5% nature defense ------ Armor +1 Resistance +9% light Physical save +12 (+6 eff.) Mind save +11 (+5 eff.) other ------- Light +3 A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +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. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% 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. |
steel plate armour 'Sileyaba' (Misfortune) (0 def, 10 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Con defense ------ Armor +10 Fatigue +22% Resistance +11% acid +7% physical +7% fire +5% lightning +29% cold Disarm Resist +21% Stun Resist +20% Knockbk Resist +20% other ------- Max stamina +10.00 Breathe water Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
9 agate0.0 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 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. |
12 citrine0.0 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. |
4 zircon0.0 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cursed_Cringe the Krog Cursed level 11
6th Flare 122nd year of Ascendancy at 01:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cursed_Cringe the Krog Cursed level 10
8th Mirth 122nd year of Ascendancy at 11:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cursed_Cringe the Krog Cursed level 11
9th Mirth 122nd year of Ascendancy at 20:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cursed_Cringe the Krog Cursed level 16
27th Dusk 122nd year of Ascendancy at 20:32 see stats
Log
Nerynne the black jelly activates a prepared device.
Cursed_Cringe killed Bandit!
Cursed_Cringe receives 14 healing from Unnatural Body.
Horned Horror lashes out with a spinning backhand.
Horned Horror performs a melee critical strike against Cursed_Cringe!
Cursed_Cringe begins rampaging!
LIFE LOST WARNING!
Melee retaliation hits Horned Horror for (11 flat reduction), 0 blight (0 total damage).
Horned Horror hits Cursed_Cringe for (24 rampage shugs off), 317 physical, (23 antimagic), 0 lightning (317 total damage).
Cursed_Cringe uses Blindside.
Cursed_Cringe misses Something.
You feel your rampage slowing down. (-1 duration)
Rogue is no longer weakened.
Cursed_Cringe hits Something for (15 parried), 76 physical, 7 darkness, 23 physical, 13 cold (120 total damage).
Cursed_Cringe has shrugged off 24 damage and is ready for more.
Talent Frenzy is ready to use.
Talent Infusion: Movement is ready to use.
Mindrot hits Rogue for 8 mind, 8 darkness (16 total damage).
Cursed_Cringe receives 14 healing from Unnatural Body.
Your movements fuel your rampage! (+1 duration)
Nerynne the black jelly uses Coup de Grace.
Nerynne the black jelly has garroted Cursed_Cringe!
Nerynne the black jelly performs a melee critical strike against Cursed_Cringe!
Nerynne the black jelly deactivates Stealth.
Melee retaliation hits Nerynne the black jelly for 13 blight, 13 blight (27 total damage).
Nerynne the black jelly hits Cursed_Cringe for (31 antimagic), (24 rampage shugs off), 41 acid, 0 physical, (4 antimagic), 0 acid, (7 antimagic), 0 acid, 7 healing, (31 antimagic), 214 acid (255 total damage) [7 healing].
Cursed_Cringe the level 16 krog cursed was corroded to death by Nerynne the black jelly on level 4 of The Maze.
Horned Horror is no longer being stalked by Cursed_Cringe.





















































































