










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Cursed |
| Level / Exp | 20 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 15 on the 33rd Haze 122nd year of Ascendancy at 02:42 0 / 6Killed by gwelgoroth at level 15 on the 33rd Haze 122nd year of Ascendancy at 07:28 Killed by Aryvena the bandit at level 16 on the 39th Haze 122nd year of Ascendancy at 00:21 Killed by Cyramira the thief at level 19 on the 72nd Haze 122nd year of Ascendancy at 15:50 Killed by faeros at level 19 on the 74th Haze 122nd year of Ascendancy at 18:01 Killed by Adero the Invoker at level 20 on the 75th Haze 122nd year of Ascendancy at 14:30 |
| Antimagic | Follower |
Primary Stats
| Strength | 56 (base 46) |
| Dexterity | 17 (base 10) |
| Constitution | 34 (base 24) |
| Magic | 11 (base 10) |
| Willpower | 47 (base 32) |
| Cunning | 17 (base 10) |
Resources
| Life | 0/657 |
| Hate | 21/100 |
| Healing Factor | 0.79567341576458 |
| Regeneration | 0.99459176970572 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 3.0020430585864E-13 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 40 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 20 |
| Physical Save | 32 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 39%( 70%) |
| Blight | + 27%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 75% |
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 250 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 26% for 2 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% 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. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.42 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
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. | active |
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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 |
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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Moldpeal' (Madness) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +12% nature Ignore resists +5% mind When Hit 6 nature On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Armor +3 Resistance +6% nature Curse of Madness Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Vorogarin the Undeathwarden (Shrouds) (10 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +5 Defense +10 (+5 eff.) Fatigue +5% Resistance +6% fire +6% nature +3% mind other ------- Infravision +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 2 turns) 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. |
| On fingers | warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle (Nightmares)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Eluwe (Madness) (156% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 156% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 acid On-Hit, radius 1 +4 physical On Hit: * 20% chance to reduce armor by 8% While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +15 (+5 eff.) defense ------ Resistance +3% light Curse of Madness Massive two-handed swords. |
| On hands | brawler's dwarven-steel gauntlets of dexterity (+2) (Corpses) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str +6 Dex +2 Cun offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing steel plate armour of lightning resistance (Madness) (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +10% blight +11% nature +15% lightning Curse of Madness A suit of armour made of metal plates. |
| Cloak | Shockravager (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Damage +3% light Ignore resists +25% lightning defense ------ Defense +1 (+0 eff.) Resistance +6% lightning Mind save +3 (+1 eff.) Life +32.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of mastery (0.12 Cursed / Slaughter)0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +12% nature +12% blight Poison Resist +20% Disease Resist +23% other ------- Masteries +0.12 Cursed/Slaughter Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 560%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% 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. 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 sneak (speed 451%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 249; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
inquisitor's steel battleaxe of crippling (Madness) (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Disrupt/Master Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +9.0% Curse of Madness Massive two-handed battleaxes. |
chilling steel dagger of crippling (Madness) (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 103% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Curse of Madness Sharp, short and deadly. |
slime-covered steel dagger of erosion (Shrouds) (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Disrupt Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature On Hit: * 7% chance to slow global speed by 49% Curse of Shrouds Sharp, short and deadly. |
steel dagger of amnesia (Madness) (109% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Psionic Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Madness Sharp, short and deadly. |
dwarven-steel greatsword 'Islyra' (Nightmares) (159% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 159% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 acid On Hit: * 10% chance to slow global speed by 49% While equipped: defense ------ Resistance +6% mind Physical save +9 (+5 eff.) Knockbk Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Nightmares Massive two-handed swords. |
iron greatsword of massacre (Misfortune) (128% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 128% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Curse of Misfortune Massive two-handed swords. |
steel greatsword of crippling (Misfortune) (132% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 132% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Curse of Misfortune Massive two-handed swords. |
steel greatsword of dampening (Misfortune) (122% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: defense ------ Resistance +13% acid +13% lightning +12% cold +12% fire +3% all Spell save +9 (+5 eff.) Curse of Misfortune Massive two-handed swords. |
thought-forged steel greatsword of massacre (Corpses) (142% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +5 Wil Curse of Corpses Massive two-handed swords. |
ash longbow 'Emewen' (Madness)4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 acid +8 blight On-Hit, radius 1 +8 temporal While equipped: Stats +9 Con +9 Wil offense ------ Damage +15% acid +9% blight Ignore resists +9% all Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Resistance +3% blight Life +27.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
Zubyldalle (Misfortune)1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con defense ------ Resistance +6% fire +6% cold Physical save +9 (+5 eff.) other ------- Stamina/turn +1.00 Curse of Misfortune A belt that goes around your waist. |
insulating rough leather belt of transcendence (Corpses)1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +5% fire +5% cold Physical save +5 (+3 eff.) Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Beterin' (Madness)1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str defense ------ Resistance +9% light +6% darkness Healmod +10% Confus Resist +10% Curse of Madness A belt that goes around your waist. |
thick linen cloak of Iron Throne (Madness) (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardumafang the pair of rough leather boots (Misfortune) (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +4 Knockbk Resist +20% other ------- EQ when Hit +0.16 Max psi +10.00 Infravision +2 Curse of Misfortune A pair of boots made of leather. |
dreamer's pair of iron boots (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of tirelessness (Madness) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +6% cold other ------- Stamina/turn +0.30 Max stamina +10.00 Curse of Madness A pair of boots made of leather. |
pair of dwarven-steel boots 'Polirelranne' (Nightmares) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Critical power +15.00% Mindpower +15 (+7 eff.) defense ------ Armor +4 Fatigue +3% Resistance +5% lightning +6% temporal other ------- Psi when Hit +0.12 See Invisibility +3 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. |
traveler's pair of iron boots of tirelessness (Madness) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +5 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +15.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nyda the iron gauntlets (Nightmares) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun +1 Dex offense ------ On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal other ------- See Invisibility +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (Misfortune) (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 174.35 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves of butchering (Shrouds) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +2 Resistance +7% blight Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cleansing iron helm (Corpses) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% nature +5% blight Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Radhulin' (Misfortune) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Armor +3 Fatigue +5% Resistance +9% lightning +3% temporal +6% light +3% mind Physical save +10 (+5 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of Eyal (Madness) (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +26.00 Life Regen +1.00 Healmod +12% Curse of Madness A suit of armour made of mail. |
impenetrable steel mail armour of cold resistance (Shrouds) (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% cold Curse of Shrouds A suit of armour made of mail. |
iron mail armour of Eyal (Corpses) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +21.00 Life Regen +2.00 Healmod +10% Curse of Corpses A suit of armour made of mail. |
radiant cured leather armour (Misfortune) (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% blight +12% darkness other ------- Light +1 Curse of Misfortune A suit of armour made of leather. |
Eilinyriayara the Gleamguile (Madness) (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: offense ------ Damage +3% light +12% darkness Ignore resists +15% light When Hit 4 light On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +9 Fatigue +22% Resistance +6% physical Physical save +12 (+6 eff.) other ------- Light +2 Curse of Madness A suit of armour made of metal plates. |
iron plate armour of the dragon (Shrouds) (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego+] Nature While equipped: defense ------ Armor +7 Fatigue +22% Resistance +5% acid +5% physical +6% cold +6% lightning +5% fire Disarm Resist +21% Stun Resist +20% Knockbk Resist +20% other ------- Cooldown Rush -5 Curse of Shrouds A suit of armour made of metal plates. |
Duvyhek the Blindswift (Shrouds) (0 def, 4 armour, 109% power, 40 block)7.0 Encumbrance T2 shield armor [Rare] Psionic When used to Attack: Weapon Damage 109% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-crit, radius 2 +4 light On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: offense ------ Damage +6% light Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +8% Resistance +6% nature +9% darkness +11% mind other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Layoyawe (Nightmares) (0 def, 8 armour, 153% power, 132.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Nature/Disrupt/Master When used to Attack: Weapon Damage 153% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +132 On-hit +12 mind On-Hit, radius 1 +12 mind While equipped: Stats +1 Str +6 Dex offense ------ Mindpower +10 (+5 eff.) On-Hit 21 lightning Accuracy +4 (+1 eff.) When Hit 8 lightning defense ------ Armor +8 Fatigue +8% Resistance +15% arcane other ------- Max hate +4.00 Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 136% power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 136% Range: 1.0x-1.4x Uses 150% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
exposing steel shield of mind resistance (+11%) (Shrouds) (0 def, 4 armour, 104% power, 41 block)7.0 Encumbrance T2 shield armor [Ego] Psionic When used to Attack: Weapon Damage 104% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 While equipped: offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 23 When Hit: * 11% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +8% Resistance +11% mind other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
steel shield (Shrouds) (0 def, 4 armour, 105% power, 35.5 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +35 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
deadly quiver of ash arrows of erosion (17/17, 134% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 17 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
56 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Armudraldil the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +12% mind defense ------ Resistance +6% fire Mind save +7 (+3 eff.) Blind Resist +10% Poison Resist +10% Teleport Resist +20% other ------- Light +4 See Stealth +13 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By marlou the Higher Cursed level 18
51st Haze 122nd year of Ascendancy at 06:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By marlou the Higher Cursed level 13
70th Dusk 122nd year of Ascendancy at 04:44 see stats
Exterminator
Killed 1000 creatures.By marlou the Higher Cursed level 18
45th Haze 122nd year of Ascendancy at 01:43 see stats
Level 10
Got a character to level 10.By marlou the Higher Cursed level 10
5th Dusk 122nd year of Ascendancy at 08:33 see stats
Level 20
Got a character to level 20.By marlou the Higher Cursed level 20
74th Haze 122nd year of Ascendancy at 21:16 see stats
The Arena
Unlocked Arena mode.By marlou the Higher Cursed level 11
34th Dusk 122nd year of Ascendancy at 17:39 see stats
Log
Adero the Invoker is lost in despair!
Bleeding from Adero the Invoker hits marlou for 10 physical damage.
Ran for 2 turns (stop reason: taken damage).
Marlou slows down.
Marlou stops regenerating health quickly.
Bleeding from Adero the Invoker hits marlou for 10 physical damage.
Marlou feels pain again.
Bleeding from Adero the Invoker hits marlou for 10 physical damage.
Marlou stops bleeding.
Ran for 2 turns (stop reason: hostile spotted to the south (fire drake - offscreen)).
Fire drake breathes fire!
Marlou attunes to the damage.
Marlou is on fire!
Fire drake hits marlou for 91 fire damage.
Burning from Fire drake hits marlou for 24 fire damage.
Burning from Fire drake hits marlou for 24 fire damage.
Burning from Fire drake hits marlou for 24 fire damage.
Adero the Invoker uses Hurricane Shot.
Marlou starts to bleed.
Marlou's Dig is disrupted by his wounds!
Adero the Invoker's Hurricane Shot hits marlou for 23 physical damage.
Adero the Invoker's Hurricane Shot hits marlou for 25 physical damage.
marlou the level 20 higher cursed was mutilated to death by Adero the Invoker on level 4 of Daikara.


































































































