












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Glynn the black jelly at level 18 on the 39th Dusk 122nd year of Ascendancy at 17:49 / 1 |
Primary Stats
| Strength | 56 (base 46) |
| Dexterity | 13 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 63 (base 40) |
| Cunning | 27 (base 10) |
Resources
| Life | -27/523 |
| Hate | 73/100 |
| Psi | 139/153 |
| Healing Factor | 1.2182033201728 |
| Regeneration | 24.002384646536 |
Speed
| Mental | +43.305501259786% |
| Attack | +43.305501259786% |
| Movement | +271.03810572257% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 1 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 11% |
| Speed | 0.69780991742054 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +14% |
| Nature | +12% |
| Cold | +13% |
| Physical | +26% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 33.872512784465 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 18 |
| Physical Save | 39 |
| Spell Save | 25 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 20%( 75%) |
| Cold | + 46%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 28%( 80%) |
| Light | + 17%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 40%( 70%) |
| Mind | + 12%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 10% |
| Silence Resistance | 20% |
| Confusion Resistance | 33% |
| Fear Resistance | 40% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 341 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: 15 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: MovementUse 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 increase movement speed by 763% 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 Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.14 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Belewen the thief - Dremling - Bandit 18% Received damage reduction against: - Corrupted - Fire - Human |
| detrimental effect | Reduces global action speed by 50%. Slow |
| detrimental effect | The target has been dominated. It is unable to move and has lost 7 armor and 11 defense. Attacks from Glynn the black jelly gain 35% damage penetration. Dominated |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 34%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 46 mind and 44 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 34%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 61 Mind damage, and deal 57 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+271% movement speed, +43% attack speed, +43% mind speed, +24% physical damage, +12 physical save, +12 mental save, 44/44 damage shrugged off this turn) Rampaging |
| beneficial effect | The target has 15 increased life regeneration. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Strength and Willpower are increased by 1. Poisons and diseases have a 11% chance of being neutralized each turn. Cursed Form |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 Possessed. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within | active |
Equipment
| On feet | pair of rough leather boots 'Salulaith' (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+2 eff.) Silence immunity: +20% Disarm immunity: +20% Only die when reaching: -20.00 life Curse of Nightmares A pair of boots made of leather. |
| Quiver | slimey quiver of elm arrows of wind (12/12, 109% power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 On weapon hit: * 8% chance to slow global speed by 56% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Layukira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +20 (+10 eff.) Changes stats: +1 Con Changes resistances: +1% physical Changes resistances penetration: +5% physical Critical mult.: +10.00% Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% 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 | Delagen the iron helm (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Critical mult.: +20.00% Physical save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Mindpower: +5 (+1 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Arthunarigas the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +3% mind / +3% acid Changes resistances penetration: +15% acid Changes damage: +3% acid / +3% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's gold ring of lightning (+24%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% lightning Changes damage: +12% lightning Curse of Shrouds Rings can have magical properties. |
| On fingers | Xanodhethra (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Infravision radius: +3 Curse of Shrouds Rings can have magical properties. |
| Around waist | cleansing rough leather belt of life (Corpses)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Life regen: +0.80 Healing mod.: +10% Curse of Corpses A belt that goes around your waist. |
| In main hand | flaming iron greatmaul of massacre (Madness) (134% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Curse of Madness Massive two-handed mauls. |
| On hands | Spellhunt Remnants (Nightmares) (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | Xelle the steel plate armour (Misfortune) (10 def, 15 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +15 Defense: +10 (+5 eff.) Fatigue: +22% Changes stats: +5 Cun / +4 Wil Changes resistances: +15% cold Changes resistances penetration: +5% physical Mental save: +10 (+3 eff.) Life regen: +2.00 Maximum life: +34.00 Healing mod.: +12% Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | Layevea the linen cloak (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% nature / +3% light Changes damage: +3% mind Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum life: +32.00 Healing mod.: +5% 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 | restful steel amulet of mastery (0.14 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Talent mastery: +0.14 Cursed / Cursed form Life regen: +2.00 Amulets can have magical properties. |
Inventory
Torynik the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +15% blight Talent mastery: +0.14 Cursed / Gloom Spell save: +3 (+2 eff.) Mana each turn: +0.04 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
mule's copper ring of lightning (+22%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Curse of Misfortune Rings can have magical properties. |
mule's steel ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Stun/Freeze immunity: +23% Life regen: +1.00 Curse of Corpses Rings can have magical properties. |
Shantiz the Stormblade (Corpses) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (Corpses) (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Surefire (Shrouds)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Shrouds This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
River's Fury (Corpses) (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Corpses It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.05 cold damage and 2.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level.balanced steel waraxe of erosion (Nightmares) (109% power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +20% Curse of Nightmares One-handed war axes. |
Oozestake the linen cloak (Nightmares) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +3% acid / +9% light Changes resistances penetration: +5% physical Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life 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. |
Xerysewe (Madness) (0 def, 1 armour) =Lit Res=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +12% lightning / +3% cold / +3% nature Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Spell save: +3 (+2 eff.) Infravision radius: +3 Curse of Madness A pair of boots made of leather. |
Flamewrought (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 57.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ragihek the Dazzlesteel (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage (Melee): 6 lightning Damage when hit (Melee): 2 light Changes resistances: +9% lightning Changes resistances penetration: +20% acid Changes damage: +4% lightning Physical save: +3 (+1 eff.) Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Sepsissweep' (Shrouds) (0 def, 3 armour) =Cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +1 Wil / +8 Cun Changes damage: +12% nature Mindpower: +15 (+5 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of the depths (Madness) (0 def, 3 armour) =Water=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold Allows you to breathe in: water Physical save: +16 (+6 eff.) Curse of Madness A cap made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
134 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 34.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 34.49 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zankzou the Cornac Cursed level 10
7th Mirth 122nd year of Ascendancy at 07:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zankzou the Cornac Cursed level 9
2nd Mirth 122nd year of Ascendancy at 20:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zankzou the Cornac Cursed level 18
39th Dusk 122nd year of Ascendancy at 13:32 see stats
Log
Glynn the black jelly uses Dual Strike.
Glynn the black jelly performs a melee critical strike against Zankzou!
You fight through the pain! (+9 hate)
Zankzou is recovering from the damage!
Zankzou is stunned!
Glynn the black jelly hits Zankzou for 154 acid, 6 acid, 71 acid (231 total damage).
Melee retaliation hits Glynn the black jelly for 4 mind, 2 mind (5 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Zankzou uses Infusion: Wild.
Zankzou is not stunned anymore.
Zankzou is cured!
Zankzou lessens the pain.
You feel your rampage slowing down. (-1 duration)
You are unable to move!
You are unable to move!
Zankzou performs a telekinetically enhanced leap!
You feel your rampage slowing down. (-1 duration)
Mindrot hits Glynn the black jelly for 5 mind, 5 darkness (10 total damage).
Zankzou has shrugged off 44 damage and is ready for more.
Talent Infusion: Regeneration is ready to use.
Talent Dominate is ready to use.
Talent Dig is ready to use.
Glynn the black jelly uses Slime Spit.
Glynn the black jelly's mind surges with critical power!
Glynn the black jelly is no longer rampaging.
Your hatred grows even as your life fades! (+18 hate)
Saving game...

















































































