











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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:
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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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 Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 21 / 22% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 65 (base 50) |
| Dexterity | 12 (base 10) |
| Constitution | 26.340449927278 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 49 (base 42) |
| Cunning | 17 (base 10) |
Resources
| Life | 696/722 |
| Hate | 50/102 |
| Healing Factor | 1.1061878584138 |
| Regeneration | 6.9136741150866 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 10.340449927278 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 30 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +17% |
| Lightning | +9% |
| Light | +6% |
| Cold | +35% |
| Blight | +14% |
| Acid | +5% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.522593642275 (62.32946707186%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 26 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 31%( 70%) |
| Cold | + 45%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 21%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 32%( 79%) |
| Fire | + 24%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Poison Resistance | 11% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 598% 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 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| 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 | 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. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Olyleg the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) ----- def ----- Resists +9% lightning +3% darkness Phys.save +6 (+3 eff.) Max.HP +43.00 ---------- 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. |
| On head | iron helm 'Beluwe' (Shrouds) (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +7 Fatigue +5% Max.HP +20.00 Heal.mod +10% Blind- +20% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Hurykor' (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Melee+ 7 acid 5 nature 13 mind 12 darkness Dmg.mod +5% acid +5% nature On Hit (Melee): * 12% chance to reduce all saves and defense by 27 ----- def ----- Armour +2 Resists +5% acid +6% nature Mind.save -8 (-4 eff.) ---------- misc Max.hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Korykalthogrim the Shineravager [power 176] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% light Melee Ret 6 light Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aryseda the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% blight +9% lightning +3% mind +6% nature Max.HP +40.00 Poison- +11% Disease- +12% Rings make your fingers look great! |
| On fingers | Bregedar the Healsorrow0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +9% lightning +24% nature +6% blight Rings make your fingers look great! |
| Around neck | Cinderpunish0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +1 Mag +3 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% Dmg.mod +6% blight Res.pen +15% blight Melee Ret 2 fire ----- def ----- Fatigue -10% Resists +6% blight HP.reg +3.00 ---------- misc Stam/turn +0.50 Mana/turn +0.15 Max.mana +22.00 Amulets make your neck look great! |
| In main hand | Skullcleaver (Misfortune) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Hathalen (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +6% light HP.reg +1.00 Heal.mod +12% ---------- misc Hate/m.crit +5.00 Max.psi +10.00 A belt that goes around your waist. |
| In off hand | Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
| Cloak | Cinderfury (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Crit.chn- 5.00% Die.at -60.00 life HP.reg +2.00 Stun/Frz- +10% Teleport- +20% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazesting (Shrouds) (2 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning Acc +15 (+7 eff.) Apr +1 ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind +3% acid Phys.save +6 (+3 eff.) Mind.save +11 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
Inventory
movement infusion of the duelist (speed 436%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 436% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; lightning, physical, cold, acid, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 5 cold, 4 acid, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Armyrarig0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +6 Dex +2 Wil +2 Con ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +1 Amulets make your neck look great! |
copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings make your fingers look great! |
Shantiz the Stormblade (Corpses) (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Genocide (Corpses) (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Belutha the cured leather sling (Shrouds)4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +7 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% lightning Res.pen +5% all Acc +7 (+3 eff.) Apr +6 ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Reload +1 Max.stam +10.00 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Baludas the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +3% mind +3% fire Phys.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +10% A belt that goes around your waist. |
Mighty Girdle (Corpses)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. |
insulating rough leather belt of life (Madness)1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +5% cold HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
thick linen cloak (Misfortune) (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinviper (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +12% mind On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dagurak (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+5 eff.) Melee+ 8 acid Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +2 Resists +7% acid +3% temporal 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. |
Earamayamnir the hardened leather gloves (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag +2 Con dps ---------- Spell.crit +3% Melee+ 11 temporal Ranged+ 13 temporal Dmg.mod +9% temporal Phasing +10% ----- def ----- Armour +2 Resists +15% temporal Phys.save +13 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +28% ---------- misc Vim/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elenogorn the Starrupture (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +14 (+5 eff.) Melee+ 7 lightning Dmg.mod +3% lightning Res.pen +10% light Melee Ret 2 light ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +5% arcane 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. |
Raguzilantir (Corpses) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +1 Fatigue +1% Resists +5% acid +3% blight +3% light +3% darkness 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. |
Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather cap 'Stormpain' (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +1 Mag dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) Curse of Shrouds A cap made of leather. |
Unlightlace (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning +6% darkness Curse of Nightmares A suit of armour made of mail. |
Noonrazor (Nightmares) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +6% light +15% blight Res.pen +5% blight ----- def ----- Armour +9 Fatigue +22% Resists +7% physical +17% temporal Phys.save +12 (+5 eff.) Mind.save +11 (+6 eff.) Curse of Nightmares A suit of armour made of metal plates. |
12 agate0.0 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. |
250 alchemist agate0.0 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
Xanildata the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Mind.crit +1% Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Equi/ret +0.04 Psi/ret +0.20 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Xanimina' (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid +3% arcane Res.pen +5% acid ----- def ----- Armour +2 Defense +4 (+3 eff.) Resists +6% blight +6% physical Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
Emuldatha the Boltcutter2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 light ----- def ----- Resists +3% cold +3% fire +6% nature +3% all Spell.save +6 (+3 eff.) ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Rainsmasher (25/34, 26-31 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Random Unique] Arcane/Master Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 34 On Hit.r1 +8 mind +6 fire On Crit.r2 +12 cold On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Frozencutter the elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +3% fire Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
11 ametrine0.0 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. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Book of Curses the Dwarf Cursed level 10
7th Loss 122nd year of Ascendancy at 10:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Book of Curses the Dwarf Cursed level 20
27th Shortage 122nd year of Ascendancy at 09:51 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Book of Curses the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 16:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Book of Curses the Dwarf Cursed level 13
15th Loss 122nd year of Ascendancy at 20:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Book of Curses the Dwarf Cursed level 8
37th Profit 122nd year of Ascendancy at 19:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Book of Curses the Dwarf Cursed level 16
30th Loss 122nd year of Ascendancy at 03:00 see stats
Log
There is a ladder to the previous level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Book of Curses regains balance.
Rested for 4 turns (stop reason: all resources and life at maximum).
Today is the 6th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a ladder to worldmap here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
There is a Way into the heart of the gloom here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 7th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 8th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:33.
Today is the 9th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
There is a Passageway into the Daikara here (press '' or right click to use).
Today is the 10th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving game...
Saving done.































































































