










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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 26 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Deimos's Inner Demon at level 25 on the 46th Regrowth 123rd year of Ascendancy at 20:35 / 2Killed by Yvokira the elven mage at level 26 on the 53rd Regrowth 123rd year of Ascendancy at 16:00 |
| Antimagic | Follower |
Primary Stats
| Strength | 54 (base 48) |
| Dexterity | 16 (base 10) |
| Constitution | 33 (base 26) |
| Magic | 8 (base 10) |
| Willpower | 53 (base 46) |
| Cunning | 14 (base 10) |
Resources
| Life | -11/800 |
| Hate | 56/100 |
| Equilibrium | 4 |
| Healing Factor | 0.98112167922024 |
| Regeneration | 1.2264020990253 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Fire | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 15 |
| Physical Save | 43 |
| Spell Save | 30 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 12%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 17%( 70%) |
| Physical | + 11%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 12%( 70%) |
| Mind | + 43%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 28% |
| Disarm Resistance | 28% |
| Poison Resistance | 43% |
| Knockback Resistance | 38% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 624% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by orc grand master assassin. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by 3-headed hydra. Escort: worried loremaster (level 2 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * '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 sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. 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 giant spider spinneret. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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! | 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 within3 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! | 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 | wanderer's pair of iron boots of disengagement (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +4 Cun / +2 Con Physical save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +43.00 Light radius: +3 Healing mod.: +10% 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 | cleansing iron helm of strength (+3) (Misfortune) (0 def, 3 armour) =Blight Resistance=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% nature / +6% blight Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 91 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | treant's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Changes resistances: +5% nature / +6% blight Poison immunity: +16% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | insulating rough leather belt of valiance (Nightmares)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% fire / +6% cold Mental save: +6 (+2 eff.) Maximum life: +44.00 Curse of Nightmares A belt that goes around your waist. |
| In main hand | Zubureth (Corpses) (30-44 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances: +6% lightning / +5% arcane Disease immunity: +20% Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Curse of Corpses Massive two-handed battleaxes. |
| On hands | Searrip (Madness) (0 def, 2 armour) =Blight Resistance=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes resistances: +12% blight / +9% fire Changes damage: +3% fire Physical save: +7 (+3 eff.) Mental save: +13 (+5 eff.) Disarm immunity: +28% Knockback immunity: +10% Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant hardened leather armour of fire resistance (Corpses) (9 def, 6 armour) =Blight Resistance=Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +16% blight / +15% fire / +12% darkness Light radius: +1 Curse of Corpses A suit of armour made of leather. |
| Cloak | Velema (Nightmares) (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Armour: +2 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str / +4 Con Changes damage: +3% physical 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. |
| Around neck | steel amulet 'Emunor' =Blight Resistance=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% blight / +14% nature / +9% mind Changes damage: +12% physical Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Poison immunity: +27% Disease immunity: +25% Stamina each turn: +3.00 Amulets make your neck look great! |
Inventory
heroism infusion of the psychic (die at -492; dur 6; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -492 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 983 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 733%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Willpower stat. It can be used to 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 |
Xanithra the VilebreakerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Con Changes resistances: +15% lightning / +3% nature Changes resistances penetration: +15% nature Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ulfilablek the steel mail armour (Misfortune) (2 def, 16 armour) =Original=Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Life regen: +2.00 Maximum life: +24.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +5% Healing mod.: +11% Curse of Misfortune A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (Shrouds) (2 def, 13 armour) =Lighting Resistance=Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning Curse of Shrouds A suit of armour made of mail. |
dwarven-steel mail armour 'Malechik' (Madness) (3 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +27% cold / +5% mind / +6% nature Physical save: +8 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +12 (+4 eff.) Curse of Madness A suit of armour made of mail. |
Lisodhera the stralite mail armour (Misfortune) (13 def, 15 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +13 (+7 eff.) Fatigue: +12% Changes stats: +6 Dex / +3 Cun / +2 Con Changes resistances: +27% lightning Reduces incoming crit damage: 10.00% Mental save: +28 (+10 eff.) Maximum life: +38.00 Mindpower: +15 (+5 eff.) Curse of Misfortune A suit of armour made of mail. |
grounding rough leather belt of transcendence (Shrouds) =Lighting Resistance=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
Cyrirewyn the hardened leather gloves (Corpses) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Changes stats: +2 Str / +5 Dex / +1 Mag / +3 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +28 (+10 eff.) Spell save: +16 (+8 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% See invisible: +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Nimbusvalor' (Shrouds) (0 def, 1 armour) =Lighting Resistance=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes resistances: +9% lightning Changes damage: +3% lightning Physical save: +12 (+4 eff.) Cut immunity: +10% Disarm immunity: +10% Healing mod.: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
insulating rough leather cap of the depths (Shrouds) (0 def, 1 armour) =Breath in Water=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% fire / +6% cold Allows you to breathe in: water Curse of Shrouds A cap made of leather. |
Galeobeisance the iron helm (Madness) (0 def, 3 armour) =Lighting Resistance=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% lightning Changes damage: +15% lightning Physical save: +11 (+4 eff.) Mindpower: +10 (+3 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (Corpses) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Curse of Corpses Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Light of Revelation =Versus Horrors=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% 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. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 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. |
iron pickaxe 'Blackstake' (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 10% chance to reduce damage dealt by 26% Changes stats: +5 Str / +3 Wil Changes resistances: +2% physical / +6% nature / +3% mind Mental crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Glowpython the yew totem of healing [power 248] (15 cooldown) =Lighting Resistance=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +12% light Changes resistances penetration: +10% light Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Vorita [power 272] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Con Changes resistances: +6% mind Changes resistances penetration: +15% mind See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
hateful dwarven-steel greatmaul of massacre (Nightmares) (57-86 power, 2 apr) =Cursed Item=Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +16% Living Curse of Nightmares Massive two-handed mauls. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Deimos the Thalore Cursed level 20
6th Decay 122nd year of Ascendancy at 22:20 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Deimos the Thalore Cursed level 13
33rd Dusk 122nd year of Ascendancy at 04:12 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Deimos the Thalore Cursed level 19
70th Haze 122nd year of Ascendancy at 22:03 see stats
Level 10 (Roguelike)
Got a character to level 10.By Deimos the Thalore Cursed level 10
1st Flare 122nd year of Ascendancy at 04:50 see stats
Level 20 (Roguelike)
Got a character to level 20.By Deimos the Thalore Cursed level 20
71st Haze 122nd year of Ascendancy at 07:57 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Deimos the Thalore Cursed level 22
18th Regrowth 123rd year of Ascendancy at 13:25 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Deimos the Thalore Cursed level 10
1st Flare 122nd year of Ascendancy at 05:32 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Deimos the Thalore Cursed level 5
1st Mirth 122nd year of Ascendancy at 14:13 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Deimos the Thalore Cursed level 22
5th Regrowth 123rd year of Ascendancy at 22:47 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Deimos the Thalore Cursed level 21
1st Allure 123rd year of Ascendancy at 19:24 see stats
Unstoppable (Roguelike)
Returned from the dead.By Deimos the Thalore Cursed level 25
46th Regrowth 123rd year of Ascendancy at 20:35 see stats
Log
Something hits Deimos for 18 light damage.
Curse of Nightmares hits Mirror Image (Yvokira the elven mage) for 0 light, 0 darkness, 0 mind, 0 light, 0 darkness, 0 darkness (0 total damage).
Something hits Something for 284 light damage.
Something hits Something for 1 light damage.
Something hits Deimos for 363 light damage.
Something hits Something for 239 light damage.
Something hits Something for 284 light damage.
Deimos has shrugged off 26 damage and is ready for more.
Shrouded in Darklight from Yvokira the elven mage hits Deimos for 67 light, 67 darkness (134 total damage).
Something hits Something for 0 light, 0 darkness (0 total damage).
Something hits Something for 0 light, 0 darkness (0 total damage).
Something hits Deimos for 0 light, 0 darkness (0 total damage).
Something hits Something for 0 light, 0 darkness (0 total damage).
Something hits Something for 5 light, 7 darkness, 9 arcane (21 total damage).
Deimos uses Infusion: Wild.
Deimos lessens the pain.
You feel your rampage slowing down. (-1 duration)
Deimos uses Infusion: Wild.
Deimos recovers sight.
Deimos is cured!
You feel your rampage slowing down. (-1 duration)
Deimos uses Infusion: Movement.
You feel your rampage slowing down. (-1 duration)
Deimos is moving at extreme speed!
Your movements fuel your rampage! (+1 duration)
Yvokira the elven mage's Corona hits Deimos for (26 rampage shugs off), 22 darkness (22 total damage).
Yvokira the elven mage's Corona hits Deimos for 49 light damage.
Yvokira the elven mage's Corona hits Treant for 47 darkness damage.
Deimos the level 26 thalore cursed was jerkied to death by Yvokira the elven mage on level 1 of Dark crypt.


















































































