











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Godmode Merchant 1.7.6GodMode for T.O.M.E version 1.7.6
GodMode Menu. Unlock ALL Talents, Increase Health & Mana! Add Stat, Generic, Category, & Prodigy Points! Add Extra Lives, increase Levels, Gold and Carry Weight! Toggle Invulnerability and Insta Kill! Imbue Any Item! Custom Shops! Fast Travel and much more! All Available in the main campaign, Orc: Embers of Rage, and Infinite DungeonOpen inventory (Press 'i') and Left click to open the [GodMode] menu and have FUN! I wanted to make a customizable GodMode so you can set your character's power: From just learning new talents to increasing various character stat points and sub stats to full blown invulnerability and insta kill! *Doesn't disable achievements*
1. Please note you will need to start a new game for the [GodMode] menu to appear in the players inventory.2. Since this is an item, it can only be used where a typical item could be used. Cant be used on the world map, must be in a \"zone\" [town or dungeon] For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 18% |
| Size | huge |
| Lifes / Deaths | Killed by Grand Corruptor at level 50 on the 33rd Haze 122nd year of Ascendancy at 20:21 / 1 |
Primary Stats
| Strength | 108 (base 47) |
| Dexterity | 63 (base 46) |
| Constitution | 88 (base 57) |
| Magic | 53 (base 44) |
| Willpower | 66 (base 52) |
| Cunning | 46 (base 33) |
Resources
| Life | -128/1451 |
| Hate | 109/109 |
| Healing Factor | 1.5538787563805 |
| Regeneration | 0.38846968909513 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 61.29092133843 |
| See Invisible | 61.29092133843 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 66 |
| Crit Chance | 114% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +27% |
| Nature | +9% |
| Mind | +18% |
| Blight | +9% |
| Arcane | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
| Darkness | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 139 (77.687909656376%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 67 |
| Mental Save | 68 |
Defense: Resistances
| Lightning | + 39%( 70%) |
| Acid | + 29%( 70%) |
| Darkness | + 36%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 24%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Disarm Resistance | 75% |
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Silence Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | 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 | miner's pair of rough leather boots of rushing (Corpses) (0 def, 2 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +2 ---------- misc Infravis +2 Curse of Corpses Rush: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 25/25. Range 7 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 | Coalgrind2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Resists +3% lightning +9% darkness Phys.save +5 (+1 eff.) Heal.mod +10% ---------- 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 | Erylen (Corpses) (10 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +3% Resists +16% darkness +11% cold Phys.save +12 (+3 eff.) ---------- misc Infravis +4 Breathe water Curse of Corpses A cap made of leather. |
| On hands | stone warden's drakeskin leather gloves of the iron hand (Madness) (0 def, 16 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Wil +13 Con ----- def ----- Armour +16 Hardiness +8% Resists +7% physical Disarm- +38% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 5% Stone Touch 5 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged elven-wood wand of shielding [power 482] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Lightningriver'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +9% nature Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Resists +12% blight Silence- +31% ---------- misc Mana/turn +0.21 Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +6 Dex dps ---------- Melee+ 8 physical Ranged+ 11 physical Acc +8 (+2 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 42 On Hit (Ranged): * 13% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +9% blight +9% fire Amulets make your neck look great! |
| In main hand | voratun mace 'Flashclash' (Madness) (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 46.5 - 65.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Dex +5 Wil +5 Con dps ---------- Dmg.mod +15% lightning +18% mind Acc +14 (+3 eff.) Melee Ret 6 lightning ----- def ----- Defense +14 (+3 eff.) Crit.chn- 10.00% Disarm- +37% Curse of Madness Blunt and deadly. |
| Around waist | monstrous hardened leather belt of the vagrant (Corpses)1.0 T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Phys.save +8 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
| In off hand | corrosive voratun shield of lightning resistance (+16%) (Corpses) (0 def, 10 armour, 62-74 power, 199 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 62.0 - 74.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +199 Melee+ +16 acid While equipped: Stats +4 Con dps ---------- On Melee Ret: * 18% chance to reduce armor by 31% ----- def ----- Armour +10 Fatigue +8% Resists +16% acid +25% lightning ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
| Cloak | spellcowled cashmere cloak of implacability (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life ---------- misc Max.mana +55.00 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. |
| Main armor | Glorariamina (Madness) (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Dmg.mod +9% arcane Res.pen +15% acid Melee Ret 8 temporal ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +10% physical Phys.save +23 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 Curse of Madness A suit of armour made of leather. |
Inventory
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +12% darkness Blind- +22% Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
iron battleaxe (Nightmares) (16-23 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.5 - 23.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
Silent Blade (Corpses) (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 35% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) Curse of Corpses A thin, dark dagger that seems to meld seamlessly into the shadows. |
flaming iron dagger of massacre (Misfortune) (17-22 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire Curse of Misfortune Sharp, short and deadly. |
quick stralite dagger of massacre (Madness) (42-55 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 42.5 - 55.2 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +9 (+2 eff.) Curse of Madness Sharp, short and deadly. |
stralite greatsword of projection (Madness) (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 49.5 - 79.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Madness Massive two-handed swords. |
Corpsebow (Nightmares)4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Disease- +50% Curse of Nightmares A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
arcing stralite longsword of corruption (Madness) (37-52 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 37.0 - 51.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Curse of Madness Sharp, long, and deadly. |
caustic stralite longsword of ruin (Shrouds) (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 36.0 - 50.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +21 acid +25 nature While equipped: dps ---------- Phys.crit +9.0% Crit.mult +19.00% Res.pen +18% acid +18% nature Apr +18 Curse of Shrouds Sharp, long, and deadly. |
arcing iron mace of paradox (Misfortune) (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: ----- def ----- Resists +5% temporal Curse of Misfortune Blunt and deadly. |
flaming iron mace of paradox (Misfortune) (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal On Hit.r1 +7 fire While equipped: ----- def ----- Resists +6% temporal Curse of Misfortune Blunt and deadly. |
dwarven-steel waraxe of crippling (Corpses) (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 18.5 - 25.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Corpses One-handed war axes. |
Stormlash (Madness) (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 40% Wil, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Curse of Madness Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 28.57 to 85.72 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
insulating rough leather belt (Nightmares)1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold Curse of Nightmares A belt that goes around your waist. |
enveloping linen cloak of battle (Misfortune) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -2% Phys.save +5 (+1 eff.) 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. |
steady dwarven-steel gauntlets of dexterity (+2) (Misfortune) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +12.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
catburglar's dwarven-steel helm of trickery (Corpses) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +7 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +11% darkness ---------- misc Infravis +4 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of frost (+15%) (Madness) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold ---------- misc Psi/turn +0.16 Curse of Madness A pointy cloth hat, very wizardly... |
iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
impenetrable dwarven-steel plate armour of command (Nightmares) (8 def, 23 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +23 Defense +8 (+2 eff.) Fatigue +22% Mind.save +15 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
impenetrable iron plate armour (Shrouds) (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Curse of Shrouds A suit of armour made of metal plates. |
exposing stralite shield of crushing (Shrouds) (0 def, 8 armour, 48-58 power, 143 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 48.0 - 57.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +143 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) On Hit (Melee): * 9% chance to reduce all saves and defense by 42 On Melee Ret: * 18% chance to reduce all saves and defense by 42 ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
steel shield of cold resistance (+17%) (Shrouds) (0 def, 4 armour, 18-22 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 18.0 - 21.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
2 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing elm totem of summon tentacle [power 100] (15 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 0 All Resist: 5 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
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. |
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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Hater the Cornac Cursed level 50
61st Dusk 122nd year of Ascendancy at 02:10 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Hater the Cornac Cursed level 50
8th Dusk 122nd year of Ascendancy at 22:15 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hater the Cornac Cursed level 10
1st Summertide 122nd year of Ascendancy at 23:46 see stats
Level 20 (Roguelike)
Got a character to level 20.By Hater the Cornac Cursed level 20
1st Summertide 122nd year of Ascendancy at 23:46 see stats
Level 30 (Roguelike)
Got a character to level 30.By Hater the Cornac Cursed level 30
1st Summertide 122nd year of Ascendancy at 23:46 see stats
Level 40 (Roguelike)
Got a character to level 40.By Hater the Cornac Cursed level 40
1st Summertide 122nd year of Ascendancy at 23:46 see stats
Level 50 (Roguelike)
Got a character to level 50.By Hater the Cornac Cursed level 50
1st Summertide 122nd year of Ascendancy at 23:46 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Hater the Cornac Cursed level 50
13rd Dusk 122nd year of Ascendancy at 22:07 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hater the Cornac Cursed level 50
2nd Dusk 122nd year of Ascendancy at 23:40 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Hater the Cornac Cursed level 50
10th Flare 122nd year of Ascendancy at 10:50 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hater the Cornac Cursed level 50
32nd Haze 122nd year of Ascendancy at 19:44 see stats
Log
Hater is free from the weakness disease.
Hater become impervious to physical effects.
Hater slows down.
Grand Corruptor hits Grand Corruptor for 122 healing, 70 healing (0 total damage) [192 healing].
Grand Corruptor hits Hater for 147 blight damage.
Hater has shrugged off 86 damage and is ready for more.
Hater's mind surges with critical power!
Mindrot hits Grand Corruptor for 25 mind, 9 darkness (34 total damage).
Lava floor burns Hater!
Grand Corruptor hits Hater for (65 rampage shugs off), 0 fire (0 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor deactivates Fearscape.
Grand Corruptor receives 122 healing.
You are brought back from the Fearscape!
Hater is no longer rampaging.
Hater's mind surges with critical power!
Mindrot hits Grand Corruptor for 25 mind, 9 darkness (34 total damage).
Grand Corruptor casts Blood Grasp.
Hater receives 89 healing from Hater's purging blight area effect.
Grand Corruptor returns to normal.
Hater resists Grand Corruptor's 'Weakness Disease'!
Grand Corruptor receives 21 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Hater for 91 blight damage.
Hater's mind surges with critical power!
Mindrot hits Grand Corruptor for 25 mind, 9 darkness (34 total damage).
Grand Corruptor casts Drain.
Grand Corruptor hits Hater for 117 blight damage.
Hater the level 50 cornac cursed was plagued to death by Grand Corruptor on level 2 of Mark of the Spellblaze.















































































































