












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: 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 | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 11 / 78% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 27) |
| Dexterity | 10 (base 10) |
| Constitution | 24.340449927278 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 32.8 (base 20) |
| Cunning | 42.140449927278 (base 25) |
Resources
| Life | 437/437 |
| Hate | 42/100 |
| Equilibrium | 48 |
| Healing Factor | 0.88145931323911 |
| Regeneration | 3.0410346306749 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 10.340449927278 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +6% |
| Nature | +9% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 24.317011280365 (72.903125182002%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 6 |
| Physical Save | 30 |
| Spell Save | 17 |
| Mental Save | 36 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Lightning | + 22%( 70%) |
| Darkness | + 36%( 79%) |
| Temporal | + 32%( 70%) |
| Blight | + 22%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 48%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Knockback Resistance | 61% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Savage Hunter |
| talent | Stalk |
| talent | Psiblades |
| talent | Gloom |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% 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 16% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% 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 (+16% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -3 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
Equipment
| On feet | Betheranne (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +3% darkness Physical save +14 (+7 eff.) Unlife -40.00 life Healmod +5% other ------- Encumbrance +22 Curse of Shrouds A pair of boots made of leather. |
| Light source | Cinderkill the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil offense ------ Ignore resists +5% mind defense ------ Resistance +18% fire other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Silynor' (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +3% blight +6% cold Life +40.00 Curse of Shrouds A cap made of leather. |
| On hands | rough leather gloves 'Morningblood' (Misfortune) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 5 mind Damage +3% mind +6% light When Hit 2 lightning defense ------ Armor +1 Resistance +6% mind +3% lightning other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 | titan's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around neck | Cracklehue0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% lightning +9% nature defense ------ Resistance +15% temporal Pinning Resist +22% Knockbk Resist +21% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
| In main hand | creative mossy mindstar of resolve (Shrouds) (2-3 power, 14 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 70% Wil, 42% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +14 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +1% Critical power +6.00% Mindpower +3 (+1 eff.) defense ------ Spell save +4 (+3 eff.) other ------- 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. |
| Around waist | Mighty Girdle (Shrouds)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 Shrouds 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 | reinforced iron shield (Misfortune) (0 def, 3 armour, 10-11 power, 39 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +39 While equipped: defense ------ Armor +3 Fatigue +8% other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
| Cloak | linen cloak 'Glimmeredge' (Corpses) (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +3 Cun defense ------ Defense +7 (+7 eff.) Crit Resistance 5.00% Physical save +5 (+2 eff.) other ------- Light +3 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. |
| Main armor | Arthikan the steel mail armour (Madness) (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Spell Crit +2% When Hit 4 arcane defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% fire Mind save +12 (+5 eff.) Life Regen +3.20 other ------- Stamina/turn +0.50 Max vim +20.00 Curse of Madness A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 172; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 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. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 34; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
cruel elm magestaff (Nightmares) (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +3 (+3 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (Shrouds) (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% physical other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
surging elm starstaff of fate (Misfortune) (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +3 (+3 eff.) Spellpower/crit +2 Damage +10% darkness defense ------ Physical save +7 (+3 eff.) Spell save +6 (+4 eff.) Mind save +5 (+3 eff.) other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Islyrekira the ash vilestaff (Shrouds) (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +2% Spellpower +11 (+10 eff.) On-Hit 21 arcane Damage +6% acid +15% physical Ignore resists +5% blight When Hit 4 arcane defense ------ Armor +5 Defense +5 (+5 eff.) other ------- Mana/turn +0.16 Max mana +73.00 Wards +2 physical Talents +1 Ward +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe (Nightmares) (14-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +9 (+9 eff.) Disarm Resist +34% Curse of Nightmares Massive two-handed battleaxes. |
iron battleaxe of crippling (Nightmares) (11-16 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Master Weapon Damage 11.0 - 16.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Curse of Nightmares Massive two-handed battleaxes. |
steel battleaxe of daylight (Madness) (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 light Damage Against +9% Undead Curse of Madness Massive two-handed battleaxes. |
Morrigor (Corpses) (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 5.00 arcane and 5.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+17 eff.) other ------- Talents +1 Soul Purge Curse of Corpses This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
balanced iron waraxe (Misfortune) (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +22% Curse of Misfortune One-handed war axes. |
flaming iron dagger of phasing (Nightmares) (10-12 power, 11 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% Ignore Shields +10% On-Hit, radius 1 +6 fire Curse of Nightmares Sharp, short and deadly. |
iron dagger of massacre (Misfortune) (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Curse of Misfortune Sharp, short and deadly. |
iron dagger of vileness (Corpses) (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Curse of Corpses Sharp, short and deadly. |
slime-covered iron dagger of massacre (Shrouds) (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Disrupt/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 6% chance to slow global speed by 54% Curse of Shrouds Sharp, short and deadly. |
creative mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Curse of Misfortune 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. |
mossy mindstar of balance (Nightmares) (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +3 (+3 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Curse of Nightmares 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. |
self-loading quiver of elm arrows of accuracy (17/17, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Arcane/Master Weapon Damage 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +1.0% Capacity 17 Auto Reload 4 Arrows are used with bows to pierce your foes to death. |
linen robe of corrosion (+15%) (Madness) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +15% acid +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of time (+11%) (Shrouds) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% temporal defense ------ Resistance +7% all +11% temporal Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe (Nightmares) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +6% nature defense ------ Resistance +7% all Poison Resist +21% Disease Resist +21% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayyna the woollen robe (Madness) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Con offense ------ Spellpower +12 (+11 eff.) Damage +12% physical +9% nature +6% all Ignore resists +5% physical Ignore Armor +3 When Hit 2 physical defense ------ Resistance +12% physical +9% all Poison Resist +24% Disease Resist +26% other ------- Stamina/turn +1.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of resilience (Corpses) (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +10% blight Life +23.00 Curse of Corpses A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (Madness) (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +10% blight +10% nature +17% lightning Curse of Madness A suit of armour made of leather. |
cleansing iron mail armour of cold resistance (Misfortune) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% blight +15% cold +11% nature Curse of Misfortune A suit of armour made of mail. |
impenetrable iron mail armour (Nightmares) (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
impenetrable iron mail armour of cold resistance (Nightmares) (2 def, 12 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% cold Curse of Nightmares A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (Madness) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% fire +10% light +11% darkness Curse of Madness A suit of armour made of mail. |
steel mail armour of stability (Corpses) (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% physical Physical save +11 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
Delybers the rough leather belt (Corpses)1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Physical Power +3 (+1 eff.) defense ------ Resistance +1% physical Spell save +6 (+4 eff.) other ------- Stamina/turn +1.00 EQ when Hit +0.04 Max hate +6.00 Size +1 Curse of Corpses A belt that goes around your waist. |
cleansing rough leather belt of resilience (Corpses)1.0 Encumbrance T1 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +5% acid +6% blight Life +31.00 Curse of Corpses A belt that goes around your waist. |
skylord's rough leather belt of recklessness (Misfortune)1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Dex +2 Wil +3 Cun offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +3 (+1 eff.) defense ------ Physical save +10 (+5 eff.) Spell save +10 (+6 eff.) Mind save +11 (+5 eff.) Curse of Misfortune A belt that goes around your waist. |
Nightking (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Critical power +5.00% Ignore resists +20% darkness Ignore Shields +10% When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 defense ------ Defense +1 (+1 eff.) other ------- Mana/turn +0.08 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. |
enveloping linen cloak (Corpses) (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +8 (+8 eff.) Physical save +6 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neratira the Hellsun (Madness) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Damage +6% mind Ignore resists +15% fire defense ------ Armor +1 Fatigue -4% Physical save +5 (+2 eff.) Mind save +9 (+4 eff.) other ------- Encumbrance +20 Curse of Madness A pair of boots made of leather. |
Lisenne the pair of iron boots (Nightmares) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +3% lightning +6% fire +6% nature +6% cold Crit Resistance 10.00% other ------- See Invisibility +12 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +10.00 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. |
rough leather gloves of strength (+2) (Shrouds) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthadekath the linen wizard hat (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Mag +1 Wil +2 Cun offense ------ Critical power +10.00% Spellpower/crit +6 defense ------ Defense +1 (+1 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) other ------- Mana-on-crit +1.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+16%) (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire Curse of Misfortune A pointy cloth hat, very wizardly... |
Balilagrim the Phoenixravager (Nightmares) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% mind +3% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +3% fire Physical save +6 (+3 eff.) Mind save +5 (+3 eff.) Curse of Nightmares Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Berehell (Corpses) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +1% Damage +12% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvoyamina (Misfortune) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +1 Wil +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +12% acid other ------- See Invisibility +9 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+3) (Nightmares) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
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. |
101 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kurg the Krog Cursed level 10
4th Dusk 122nd year of Ascendancy at 16:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kurg the Krog Cursed level 8
3rd Flare 122nd year of Ascendancy at 14:25 see stats
Log
Kurg activates Antimagic Shield.
Kurg receives 11 healing from Unnatural Body.
You pickup 0.46 gold pieces.
Kurg receives 5 healing from Unnatural Body.
Resting starts...
Kurg starts regenerating health quickly.
Talent Reckless Charge is ready to use.
Kurg stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Ran for 43 turns (stop reason: at door).
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 5 turns (stop reason: at exit).
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 29 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 28 turns (stop reason: at exit).























































































