










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! 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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 34 / 62% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 10th Haze 122nd year of Ascendancy at 22:34 / 2Killed by Arinne the Guardian at level 34 on the 76th Pyre 123rd year of Ascendancy at 04:47 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 10) |
Magic | 12 (base 10) |
Willpower | 72 (base 60) |
Cunning | 48 (base 21) |
Resources
Life | 0/1166 |
Hate | 67/100 |
Equilibrium | 30 |
Psi | 162/162 |
Healing Factor | 0.94610021444726 |
Regeneration | 9.0175729069597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +115.47948690376% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 138 |
Accuracy | 22 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +43% |
Physical | +18% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.317011280365 (72.903125182002%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 14 |
Physical Save | 46 |
Spell Save | 37 |
Mental Save | 29 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 64%( 70%) |
Physical | 0%( 70%) |
Cold | 0%( 70%) |
All | 0%( 70%) |
Lightning | + 47%( 70%) |
Light | + 20%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 57%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 20%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Confusion Resistance | 41% |
Fear Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Willpower 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the injured seer from death by Bil-Bul. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Bil-Bul. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Bil-Bul. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bil-Bul. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | 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 failed to protect the temporal explorer from death by Bil-Bul. Escort: temporal explorer (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Bil-Bul. Escort: worried loremaster (level 2 of Dreadfell) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 145. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 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.' * You've found the needed vial of wight ectoplasm. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed ritch stinger. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed faerlhing fang. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Wil dps ---------- Dmg.mod +24% nature ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +8% temporal +6% nature 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. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar (Corpses) Fanged Collar (Corpses)0.0 T4 head armor [Unique] Curse of Corpses It's a head... but is it yours? |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag +5 Wil ----- def ----- Resists +12% mind +6% lightning ---------- misc Infravis +3 Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +13% nature ----- def ----- Resists +26% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 25.38 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% nature Melee Ret 4 nature ----- def ----- Armour +12 Defense +15 (+8 eff.) Resists +14% lightning +11% temporal Phys.save +24 (+8 eff.) Max.HP +55.00 ---------- misc Light +3 Curse of Nightmares A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 72 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% Curse of Nightmares This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +6% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Nightmares Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 39.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.4 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. |
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 22.0 - 33.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 mind Against +16% Unnatural On Hit.r1 +16 mind On Hit: * 20% chance to reduce all saves and defense by 38 While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% acid +6% cold Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +24% acid Curse of Shrouds Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 40% Wil, 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 Shrouds 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. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 acid +8 light On Hit.r1 +8 mind On Crit.r2 +20 acid While equipped: dps ---------- Dmg.mod +21% mind Melee Ret 4 light On Hit (Melee): * 10% chance to reduce armor by 17% Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Nature Power 28.5 - 39.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 nature Curse of Nightmares Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +20 fire On Hit.r1 +16 lightning While equipped: Stats +4 Wil dps ---------- Phys.crit +10.0% Dmg.mod +6% lightning Acc +8 (+4 eff.) Melee Ret 6 lightning ---------- misc See.Invis +9 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 trident 2H weapon [Ego+] Nature Power 29.0 - 46.4 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 nature While equipped: Stats +10 Str +9 Dex +9 Mag +9 Wil +7 Cun +7 Con Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- D.Red.from +17% Summoned Curse of Shrouds A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Curse of Madness Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +13.00% Acc +8 (+4 eff.) Apr +11 ----- def ----- Defense +2 (+1 eff.) Stealth +7 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. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +16% acid +6% mind ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +39% acid +12% lightning +11% all Disease- +20% Knockbk- +20% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +4 Fatigue +3% Resists +9% fire +6% light +8% cold Mind.save +9 (+4 eff.) HP.reg +4.00 Pinning- +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% temporal +6% darkness +12% blight +10% fire +8% cold HP.reg +4.00 Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Misfortune A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 172.47 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+9 eff.) Mind.pwr +15 (+4 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-5 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +13 (+7 eff.) Fatigue +12% Resists +10% light +13% darkness Mind.save +14 (+7 eff.) Curse of Corpses A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Madness Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +8 Wil +3 Cun dps ---------- Melee Ret 4 darkness ----- def ----- Armour +21 Defense +12 (+6 eff.) Fatigue +22% Resists +9% acid +31% cold Mind.save +18 (+9 eff.) ---------- misc Breathe water Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +21 Fatigue +22% Resists +13% darkness +8% physical Disease- +15% ---------- misc Light +2 Curse of Nightmares Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. It was changed by the digestive sack. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +6% acid Res.pen +20% acid +15% physical ----- def ----- Fatigue -13% Resists +6% cold +5% arcane +6% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +10 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.3 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 17 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +4 Con ----- def ----- Resists +5% arcane +20% blight Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 54. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 195 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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
By Bil-Bul the Cornac Cursed level 33
49th Pyre 123rd year of Ascendancy at 02:09 see stats
By Bil-Bul the Cornac Cursed level 31
1st Time of Balance 123rd year of Ascendancy at 06:49 see stats
By Bil-Bul the Cornac Cursed level 15
48th Dusk 122nd year of Ascendancy at 08:29 see stats
By Bil-Bul the Cornac Cursed level 29
79th Regrowth 123rd year of Ascendancy at 15:29 see stats
By Bil-Bul the Cornac Cursed level 12
8th Dusk 122nd year of Ascendancy at 03:52 see stats
By Bil-Bul the Cornac Cursed level 23
15th Regrowth 123rd year of Ascendancy at 07:22 see stats
By Bil-Bul the Cornac Cursed level 19
33rd Haze 122nd year of Ascendancy at 04:20 see stats
By Bil-Bul the Cornac Cursed level 16
20th Haze 122nd year of Ascendancy at 16:36 see stats
By Bil-Bul the Cornac Cursed level 33
51st Pyre 123rd year of Ascendancy at 11:02 see stats
By Bil-Bul the Cornac Cursed level 21
36th Haze 122nd year of Ascendancy at 14:53 see stats
By Bil-Bul the Cornac Cursed level 33
10th Pyre 123rd year of Ascendancy at 00:04 see stats
By Bil-Bul the Cornac Cursed level 10
5th Flare 122nd year of Ascendancy at 22:48 see stats
By Bil-Bul the Cornac Cursed level 20
34th Haze 122nd year of Ascendancy at 03:31 see stats
By Bil-Bul the Cornac Cursed level 30
80th Regrowth 123rd year of Ascendancy at 15:59 see stats
By Bil-Bul the Cornac Cursed level 22
75th Haze 122nd year of Ascendancy at 16:20 see stats
By Bil-Bul the Cornac Cursed level 27
38th Regrowth 123rd year of Ascendancy at 05:51 see stats
By Bil-Bul the Cornac Cursed level 29
79th Regrowth 123rd year of Ascendancy at 17:27 see stats
By Bil-Bul the Cornac Cursed level 9
3rd Mirth 122nd year of Ascendancy at 11:20 see stats
By Bil-Bul the Cornac Cursed level 9
2nd Summertide 122nd year of Ascendancy at 11:21 see stats
By Bil-Bul the Cornac Cursed level 22
56th Haze 122nd year of Ascendancy at 11:03 see stats
By Bil-Bul the Cornac Cursed level 29
79th Regrowth 123rd year of Ascendancy at 06:03 see stats
By Bil-Bul the Cornac Cursed level 20
34th Haze 122nd year of Ascendancy at 19:17 see stats
By Bil-Bul the Cornac Cursed level 30
80th Regrowth 123rd year of Ascendancy at 17:58 see stats
Log
Bandit deactivates Stealth.
Bil-Bul uses Retch.
Bil-Bul VOMITS on the ground!
Bandit performs a melee critical strike against Bil-Bul!
Melee retaliation hits Bandit for 5 nature, 5 nature (10 total damage).
Bandit hits Bil-Bul for 43 physical, (5 antimagic), 0 cold, (6 antimagic), 0 fire, 33 physical, (6 antimagic), 0 fire (76 total damage).
Bil-Bul gains 0% of a turn from Ancestral Life.
Bil-Bul has shrugged off 50 damage and is ready for more.
Bil-Bul rearms.
Arinne the Guardian is weakened by the gloom.
Poison from Arinne the Guardian hits Bil-Bul for (24 antimagic), 0 nature (0 total damage).
Deadly Poison from Arinne the Guardian hits Bil-Bul for (13 antimagic), 0 nature (0 total damage).
Mindrot hits Spitting spider for 6 mind, 6 darkness (12 total damage).
Mindrot hits Bandit for 6 mind, 6 darkness (12 total damage).
Mindrot hits Snow giant thunderer for 5 mind, 5 darkness (9 total damage).
Mindrot hits Arinne the Guardian for 3 mind, 4 darkness (7 total damage).
Bil-Bul gains 0% of a turn from Ancestral Life.
Arinne the Guardian uses Pride of the Orcs.
Arinne the Guardian is no longer weakened.
Arinne the Guardian overcomes the gloom.
Arinne the Guardian receives 261 healing from Pride of the Orcs.
Bil-Bul harrows Arinne the Guardian!
Arinne the Guardian uses Telekinetic Smash.
Arinne the Guardian roars triumphantly.
Arinne the Guardian's Beyond the Flesh hits Bil-Bul for (50 rampage shugs off), 53 physical, 27 physical (80 total damage).
Arinne the Guardian hits Bil-Bul for 279 physical, (9 antimagic), 0 blight, 27 physical, 116 physical (422 total damage).
Melee retaliation hits Arinne the Guardian for (1 to psi shield), 2 nature, (1 to psi shield), 2 nature, (1 to psi shield), 1 nature (4 total damage).
Curse of Nightmares hits Arinne the Guardian for 24 mind, 29 darkness (53 total damage).
Bil-Bul the level 34 cornac cursed was tortured to death by Arinne the Guardian on level 1 of Ruined Dungeon.
Bil-Bul gains 0% of a turn from Ancestral Life.