Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Steamtech UI 1.0.5 Items Vault 1.1.2Donators/Buyers bonus! Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Cursed |
Level / Exp | 14 / 63% |
Size | medium |
Lifes / Deaths | Killed by Cyrotira the shadow stalker at level 14 on the 35th Haze 122nd year of Ascendancy at 09:03 / 1 |
Primary Stats
Strength | 34 (base 29) |
Dexterity | 17 (base 10) |
Constitution | 37 (base 24) |
Magic | 11 (base 10) |
Willpower | 38 (base 31) |
Cunning | 18 (base 10) |
Resources
Life | -7/469 |
Hate | 90/100 |
Healing Factor | 1.1734944474573 |
Regeneration | 60.603005122149 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 1 |
See Stealth | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 55 |
Accuracy | 38 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26.9 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Physical | +8% |
Lightning | +7% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 25.19 (73.452380952381%) |
Defense | 25.125 |
Ranged Defense | 28.125 |
Fatigue | 24 |
Physical Save | 32.1625 |
Spell Save | 16.625 |
Mental Save | 28.0375 |
Defense: Resistances
Mind | + 3%( 70%) |
Lightning | + 45%( 70%) |
Light | + 12%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 11%( 70%) |
All | + 6%( 70%) |
Cold | + 30%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Pinning Resistance | 24% |
Confusion Resistance | 24% |
Fear Resistance | 28% |
Knockback Resistance | 52% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 18% for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 151 life. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
talent | Repel |
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 10%. Recovery |
beneficial effect | A flow of life spins around the target, regenerating 46.76 life per turn. Regeneration |
beneficial effect | Stalking Cyrotira the shadow stalker. Bonus level 1: +7 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 87/253 +1 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | wanderer's pair of hardened leather boots of evasion (13 def, 3 armour) wanderer's pair of hardened leather boots of evasion (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +12 Mental save: +12 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 10 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +4 See stealth: +5 See invisible: +8 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 | grounding rough leather cap of constitution (+2) (0 def, 1 armour) grounding rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
On hands | storm iron gauntlets (0 def, 1 armour) storm iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of charged psionic shield [power 49] (20 cooldown) steel torque of charged psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 49 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | stabilizing steel amulet of constitution (+3) stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% temporal Pinning immunity: +24% Knockback immunity: +24% Amulets can have magical properties. |
In main hand | Dagugorion the Blazeoracle (22.5-31.5 power, 4 apr) (Madness) Dagugorion the Blazeoracle (22.5-31.5 power, 4 apr) (Madness)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +7 Changes resistances: +15% lightning Changes damage: +3% lightning Curse of Madness Sharp, long, and deadly. |
Around waist | Daimugakan the Glintbone Daimugakan the GlintboneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +4 Dex Damage when the wearer hits(melee): 2 temporal Changes resistances: +3% temporal Changes resistances penetration: +5% light Mental crit. chance: +9% A belt that goes around your waist. |
In off hand | reinforced steel shield of the sun (6 def, 8 armour, 61 block) reinforced steel shield of the sun (6 def, 8 armour, 61 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 11 light Changes resistances: +5% darkness / +6% light Talent granted: +2 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 8.38 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +2 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron mail armour of lightning resistance (2 def, 4 armour) iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 145) healing infusion of the titan (heal 145)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 145 life. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (602% speed; 6 turns) movement infusion of the warrior (602% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 5; power 66; turns 3; dispells darkness) sun infusion of the titan (rad 5; power 66; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
marksman's copper ring of power marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +6 Changes stats: +3 Dex Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of blight (+11%)marksman's steel ring of blight (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel dagger (11.5-14.95 power, 6 apr) (Madness)steel dagger (11.5-14.95 power, 6 apr) (Madness) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
Emelanne the dwarven-steel longsword (30-42 power, 4 apr) (Misfortune) Emelanne the dwarven-steel longsword (30-42 power, 4 apr) (Misfortune)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Changes stats: +2 Dex / +1 Con Maximum encumbrance: +20 Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar of frost (5.5-6.05 power, 18 apr, nature damage) (Shrouds)vined mindstar of frost (5.5-6.05 power, 18 apr, nature damage) (Shrouds) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when the wearer is hit: 5 ice Changes resistances: +4% cold Changes resistances penetration: +6% cold Changes damage: +4% cold Mindpower: +2 Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
radiant iron gauntlets of strength (+3) (0 def, 1 armour) radiant iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 6 light Changes resistances: +6% light Changes damage: +4% light Metal gloves protecting the hands up to the middle of the lower arm. |
searing iron mail armour of cold resistance (2 def, 4 armour) searing iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer hits(melee): 8 acid / 9 fire Damage when the wearer is hit: 9 acid / 8 fire Changes resistances: +11% fire / +15% cold / +10% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of cold resistance (2 def, 4 armour)cleansing cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +17% cold / +11% nature / +12% blight A suit of armour made of leather. |
reinforced iron shield (4 def, 6 armour, 51 block) reinforced iron shield (4 def, 6 armour, 51 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. flaming quiver of ash arrows of crippling (13/13, 17.5-24.5 power, 7 apr)flaming quiver of ash arrows of crippling (13/13, 17.5-24.5 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 13 Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +6 fire Arrows are used with bows to pierce your foes to death. |
agate 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Ebonywalker (dig speed 18 turns) Ebonywalker (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +10% darkness Changes damage: +3% darkness Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Kaytlyn the Higher Cursed level 9
53rd Dusk 122nd year of Ascendancy at 12:00 see stats
By Kaytlyn the Higher Cursed level 10
64th Dusk 122nd year of Ascendancy at 16:47 see stats
By Kaytlyn the Higher Cursed level 6
22nd Dusk 122nd year of Ascendancy at 05:25 see stats
By Kaytlyn the Higher Cursed level 11
71st Dusk 122nd year of Ascendancy at 03:06 see stats
Log
Cyrotira the shadow stalker casts Twilight.
Talent Rune: Teleportation is ready to use.
Kaytlyn uses Blindside.
Cyrotira the shadow stalker uses Fade.
Cyrotira the shadow stalker fades!
Cyrotira the shadow stalker casts Moonlight Ray.
Cyrotira the shadow stalker's spell attains critical power!
You fight through the pain! (+17 hate)
Kaytlyn is recovering from the damage!
Kaytlyn hits Cyrotira the shadow stalker for 0 physical, 0 lightning, 0 temporal (0 total damage).
Cyrotira the shadow stalker hits Kaytlyn for 28 darkness, 216 darkness (244 total damage).
Talent Infusion: Wild is ready to use.
Kaytlyn uses Infusion: Healing.
Cyrotira the shadow stalker casts Searing Light.
Cyrotira the shadow stalker's spell attains critical power!
Cyrotira the shadow stalker is surging arcane power.
You fight through the pain! (+7 hate)
Kaytlyn receives 172 healing from Infusion: Healing.
Cyrotira the shadow stalker hits Kaytlyn for 119 light damage.
Cyrotira the shadow stalker's light area effect hits Kaytlyn for 40 light damage.
Cyrotira the shadow stalker is weakened by the gloom.
Kaytlyn uses Infusion: Regeneration.
Kaytlyn starts regenerating health quickly.
Cyrotira the shadow stalker casts Firebeam.
Cyrotira the shadow stalker's spell attains critical power!
Your hatred grows even as your life fades! (+17 hate)
Saving game...