











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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:
Better Item Description 1.7.2This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 13 / 63% |
Size | big |
Lifes / Deaths | Killed by Xeromira the dreaming wolf at level 13 on the 16th Dusk 122nd year of Ascendancy at 19:59 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 39) |
Dexterity | 18 (base 16) |
Constitution | 17 (base 10) |
Magic | 8 (base 10) |
Willpower | 30 (base 23) |
Cunning | 10 (base 10) |
Resources
Life | -4/526 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.172941519274 |
Regeneration | 7.3308844954623 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 72 |
Accuracy | 29 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 29 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +9% |
Nature | +15% |
Mind | +11% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 29.08934837382 (81.151787968034%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 24 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 19 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 6%( 70%) |
Cold | + 35%( 70%) |
Fire | + 34%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Willpower stat. |
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 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% cold ----- def ----- Armour +1 Resists +6% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% arcane Melee Ret 2 darkness ----- def ----- Max.HP +42.00 ---------- 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +8% cold +3% temporal Max.HP +80.00 HP.reg +2.00 ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 nature 5 cold Dmg.mod +3% nature +4% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +5% cold +6% nature +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% mind Acc +6 (+3 eff.) ----- def ----- Resists +11% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 mace 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Resists +3% temporal Blind- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +9% light +3% darkness ----- def ----- Crit.dmg- 10.00% Max.HP +34.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 105% 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% Melee+ +9 nature +4 light On Hit.r1 +4 light While equipped: dps ---------- Melee Ret 8 acid On Hit (Melee): * 10% chance to slow global speed by 43% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 109% 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% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Master Power 116% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+5 eff.) Apr +9 Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 125% 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: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic 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+ +7 mind +9 nature On Hit: * 14% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 mind +6 nature On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 6% chance to slow global speed by 43% One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +3% physical +3% nature +3% light Poison- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% acid Mind.save +9 (+5 eff.) ---------- misc Max.hate +6.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 light Dmg.mod +4% light +4% arcane ----- def ----- Armour +1 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.01 to 78.03 lightning damage (52.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 139.9 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Mag +1 Wil +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +11% nature +18% acid A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +6% physical +10% nature Phys.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Dmg.mod +3% fire Melee Ret 6 nature ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +6% nature +6% physical Phys.save +11 (+6 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% nature +11% blight A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% blight ----- def ----- Max.HP +40.00 ---------- misc Equi/ret +0.16 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. |
![]() 2.0 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 20% 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Ærrøgh the Krog Cursed level 10
10th Flare 122nd year of Ascendancy at 14:00 see stats
By Ærrøgh the Krog Cursed level 8
2nd Mirth 122nd year of Ascendancy at 07:23 see stats
Log
Xeromira the dreaming wolf casts Infectious Miasma.
Xeromira the dreaming wolf steals life from Ærrøgh!
Raze hits Ærrøgh for 3 darkness damage.
Xeromira the dreaming wolf's infective darkness area effect hits Ærrøgh for 7 darkness damage.
Xeromira the dreaming wolf's dark aura fades.
Ærrøgh is no longer attuned.
Ærrøgh is not stunned anymore.
Ærrøgh stops burning.
Talent Antimagic Shield is ready to use.
Talent Reckless Charge is ready to use.
Talent Antimagic Zone is ready to use.
Ærrøgh receives 5 healing from Unnatural Body.
Raze hits Ærrøgh for 3 darkness damage.
Deadly Poison from Xeromira the dreaming wolf hits Ærrøgh for 31 nature damage.
Ærrøgh attunes to the damage.
Raze hits Ærrøgh for 3 darkness damage.
Xeromira the dreaming wolf's infective darkness area effect hits Ærrøgh for 7 darkness damage.
Xeromira the dreaming wolf's spell attains critical power!
Talent Rampage is ready to use.
Raze hits Ærrøgh for 4 darkness damage.
Deadly Poison from Xeromira the dreaming wolf hits Ærrøgh for 37 nature damage.
Raze hits Ærrøgh for 3 darkness damage.
Xeromira the dreaming wolf's infective darkness area effect hits Ærrøgh for 6 darkness damage.
Poison bursts out of Ærrøgh's corpse!
Ærrøgh stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Deadly Poison from Xeromira the dreaming wolf hits Ærrøgh for 37 nature damage.
Ærrøgh the level 13 krog cursed was treehugged to death by Xeromira the dreaming wolf on level 2 of Heart of the Gloom.