











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Merchants 1.7.6T.O.M.E version 1.7.6 UPDATED!! FULL RELEASE! (No Longer Experimental!) Randomly spawns a Merchant shop who will sell Talents, Class, Stat, Category & Prodigy points! Purchase Extra Lives, Health & Mana! Imbue Unique items! Build your Ultimate Character.
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes 2 custom shops that sell gems and rare jewelry as well as a unique item shop that sells orange artifacts. He can also Reforge a regular item into an Orange Artifact and Reroll Rare/Randart Item Egos. ***DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
My other addons! Spell Merchants Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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: 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:
Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 15 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 15 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Cursed |
| Level / Exp | 18 / 17% |
| Size | small |
| Lifes / Deaths | Killed by Betisenne the yellow ooze at level 17 on the 61st Dusk 122nd year of Ascendancy at 10:19 0 / 6Killed by brittle clear ooze at level 17 on the 62nd Dusk 122nd year of Ascendancy at 17:27 Killed by ritch flamespitter at level 17 on the 62nd Dusk 122nd year of Ascendancy at 18:43 Killed by gigantic corrosive tunneler at level 17 on the 62nd Dusk 122nd year of Ascendancy at 19:52 Killed by gigantic corrosive tunneler at level 17 on the 62nd Dusk 122nd year of Ascendancy at 21:15 Killed by Assassin Lord at level 18 on the 77th Dusk 122nd year of Ascendancy at 12:32 |
Primary Stats
| Strength | 40 (base 36) |
| Dexterity | 18 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 11 (base 11) |
| Willpower | 50 (base 43) |
| Cunning | 29 (base 10) |
Resources
| Life | -132/494 |
| Hate | 42/100 |
| Healing Factor | 0.71857526809042 |
| Regeneration | 0.17964381702261 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 37 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +3% |
| All | 0% |
| Darkness | +3% |
| Light | +3% |
| Temporal | +3% |
| Physical | +9% |
| Lightning | +4% |
| Nature | +10% |
Offense: Damage Penetration
| Light | +15% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 21.335093952971 (47.857809501309%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 9 |
| Physical Save | 19 |
| Spell Save | 21 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 13%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 15%( 70%) |
| Lightning | + 14%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 21% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of iron boots 'Murktooth' (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% darkness +3% temporal Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +2% Resists +6% temporal Curse of Corpses Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Lustrerain the pouch of steel shots (49/49, 126% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 127% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 49 Ranged+ +6 cold +12 light +16 arcane On Hit.r1 +4 light On Crit.r2 +4 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
| Light source | Suntrail2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% light Res.pen +15% light +25% acid On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Aerethra' (Shrouds) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +8 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Mind.save +9 (+4 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Scorchvengeance the elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Apr +1 Melee Ret 6 fire Reveal the area around you, dispelling darkness (radius 9, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+3 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
| On fingers | copper ring 'Shimmerspawn'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +3% lightning Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +20% ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle (Shrouds)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Bill's Tree Trunk (Misfortune) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 20 out of 7/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Lisimina (Madness) (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+5 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning +1% physical ---------- misc Max.stam +10.00 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 | enlightening steel mail armour of the deep (Misfortune) (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +7% cold Mind.save +11 (+5 eff.) ---------- misc Breathe water Curse of Misfortune A suit of armour made of mail. |
| Cloak | Fogswift the linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +5% Dmg.mod +3% arcane Melee Ret 2 darkness 2 temporal ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 266; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
warbringer's iron battleaxe of massacre (Misfortune) (126% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +14% Curse of Misfortune Massive two-handed battleaxes. |
Belonor (Corpses) (136% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +3% fire Mind.save +12 (+6 eff.) HP.reg +4.00 Knockbk- +10% Curse of Corpses Massive two-handed mauls. |
Salytira (Shrouds) (128% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +4 acid While equipped: Stats +4 Str dps ---------- Res.pen +5% blight ---------- misc Max.stam +30.00 Curse of Shrouds Massive two-handed mauls. |
Velitha the dwarven-steel greatmaul (Madness) (152% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +12% physical Acc +19 (+7 eff.) Apr +15 ----- def ----- Defense +30 (+20 eff.) Resists +3% darkness +2% physical Curse of Madness Massive two-handed mauls. |
flaming iron greatsword of massacre (Madness) (126% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Curse of Madness Massive two-handed swords. |
Unlightquake (Shrouds) (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Disrupt Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +13% acid +3% darkness +10% lightning +12% fire +12% cold +5% all Spell.save +9 (+4 eff.) Curse of Shrouds Massive two-handed swords. |
flaming iron longsword (Madness) (105% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Curse of Madness Sharp, long, and deadly. |
Baruduneg the Woevalor (Misfortune) (145% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% darkness +15% acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +12% mind +3% darkness Curse of Misfortune Blunt and deadly. |
Unerring Scalpel (Madness) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Madness This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Adygawyn the Dusklace (Misfortune) (7 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% darkness Apr +2 Melee Ret 6 nature ----- def ----- Armour +6 Defense +7 (+7 eff.) Fatigue +12% Resists +6% acid +5% cold +3% darkness ---------- misc Breathe water Curse of Misfortune A suit of armour made of mail. |
Filthworm (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +15% nature Acc +10 (+4 eff.) ----- def ----- Defense +10 (+10 eff.) Resists +6% fire +5% cold Curse of Nightmares A belt that goes around your waist. |
rough leather belt of the mystic (Shrouds)1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
Shocksaw the linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% light +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% light Max.HP +31.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Curse of Corpses A pair of boots made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
amethyst0.0 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. |
onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 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. |
2 quartz0.0 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. |
182 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Zerileg the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Phys.crit +1.0% Crit.mult +10.00% ----- def ----- Defense +15 (+12 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hazequick'2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Wil dps ---------- Mind.crit +2% Dmg.mod +6% cold ----- def ----- Resists +12% cold ---------- misc 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc 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. |
iron pickaxe 'Zanahir' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +8 Wil dps ---------- Acc +4 (+2 eff.) ----- def ----- Resists +6% acid ---------- misc Max.psi +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 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. |
Urthobar the Filthrip (Madness) (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind +8 nature On Hit.r1 +4 nature On Hit: * 21% chance to reduce all saves and defense by 29 While equipped: Stats +5 Cun +5 Wil ----- def ----- Resists +6% fire +6% cold +12% temporal Curse of Madness Massive two-handed swords. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Islek the Halfling Cursed level 17
62nd Dusk 122nd year of Ascendancy at 22:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Islek the Halfling Cursed level 10
9th Mirth 122nd year of Ascendancy at 10:29 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Islek the Halfling Cursed level 17
62nd Dusk 122nd year of Ascendancy at 17:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Islek the Halfling Cursed level 15
30th Dusk 122nd year of Ascendancy at 10:55 see stats
Log
Deadly Poison from Assassin Lord hits Islek for 5 nature damage.
Islek receives 9 healing from Unnatural Body.
Mindrot hits Assassin Lord for 2 mind, 2 darkness (4 total damage).
Assassin Lord hits Islek for 14 physical, 6 darkness, 7 physical, 6 darkness, 3 fire (35 total damage).
Melee retaliation hits Assassin Lord for 1 temporal, 2 darkness, 3 fire, 1 temporal, 2 darkness, 3 fire (13 total damage).
Deadly Poison from Assassin Lord hits Islek for 14 nature damage.
Mindrot hits Assassin Lord for 2 mind, 2 darkness (4 total damage).
Bill's Tree Trunk (Misfortune) (136% power, 7 apr) is still recharging.
Assassin Lord slows down.
Islek hits Assassin Lord for 71 physical, 3 lightning (74 total damage).
Deadly Poison from Assassin Lord hits Islek for 14 nature damage.
Mindrot hits Assassin Lord for 2 mind, 2 darkness (4 total damage).
Assassin Lord performs a melee critical strike against Islek!
Assassin Lord hits Islek for 17 physical, 6 darkness, 9 physical, 6 darkness, 3 fire (41 total damage).
Melee retaliation hits Assassin Lord for 1 temporal, 2 darkness, 3 fire, 1 temporal, 2 darkness, 3 fire (13 total damage).
Islek hits Assassin Lord for 59 physical, 3 lightning (62 total damage).
Assassin Lord is no longer weakened.
Deadly Poison from Assassin Lord hits Islek for 21 nature damage.
Mindrot hits Assassin Lord for 2 mind, 2 darkness (4 total damage).
Assassin Lord regains their energy.
Assassin Lord is fully armored again.
Assassin Lord uses Dual Strike.
Islek is stunned!
Assassin Lord performs a melee critical strike against Islek!
Assassin Lord hits Islek for 12 physical, 12 darkness, 6 fire, 64 physical, 12 darkness (106 total damage).
Melee retaliation hits Assassin Lord for 1 temporal, 2 darkness, 3 fire, 1 temporal, 1 darkness, 1 fire (9 total damage).
Islek the level 18 halfling cursed was swallowed by the void to death by Assassin Lord on level 2 of Unknown tunnels.
Assassin Lord is no longer being stalked by Islek.
































































































