









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 62 / 47% |
Size | big |
Lifes / Deaths | Killed by gwelgoroth at level 17 on the 78th Pyre 122nd year of Ascendancy at 03:34 / 2Killed by Aeromina the elven blood mage at level 62 on the 67th Dusk 122nd year of Ascendancy at 02:32 |
Primary Stats
Strength | 159 (base 67) |
Dexterity | 53 (base 10) |
Constitution | 97 (base 64) |
Magic | 16 (base 10) |
Willpower | 101 (base 68) |
Cunning | 42 (base 21) |
Resources
Life | -53/1908 |
Hate | 38/100 |
Healing Factor | 1.178819141547 |
Regeneration | 0.29470478538674 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +83.333333333333% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 316 |
Accuracy | 58 |
Crit Chance | 32% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 14% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Blight | +28% |
Arcane | +31% |
Mind | +33% |
All | +22% |
Darkness | +44% |
Light | +37% |
Temporal | +31% |
Physical | +33% |
Nature | +28% |
Offense: Damage Penetration
Arcane | +20% |
Acid | +5% |
Mind | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 118.77725242157 (100%) |
Defense | 48 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 77 |
Spell Save | 41 |
Mental Save | 68 |
Defense: Resistances
Acid | + 25%( 78%) |
Blight | + 29%( 78%) |
Physical | + 4%( 81%) |
Cold | + 21%( 78%) |
All | + 15%( 78%) |
Lightning | + 47%( 78%) |
Light | + 49%( 78%) |
Temporal | + 61%( 78%) |
Darkness | + 70%( 87%) |
Fire | + 70%( 78%) |
Mind | + 39%( 78%) |
Defense: Immunities
Disarm Resistance | 43% |
Pinning Resistance | 36% |
Silence Resistance | 22% |
Confusion Resistance | 92% |
Fear Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 198 with a minimum range of 15. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.78 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 2/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 6/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 6/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Cleave |
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: 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 | Reduces global action speed by 20%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This 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+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Stalking Aeromina the elven blood mage. Bonus level 3: +22 attack, +30% melee damage, +1.50 hate/turn prey was hit. Stalking 478/12802 +3 |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 22%. Strength and Willpower are increased by 11. Poisons and diseases have a 23% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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. |
detrimental effect | The target's physical resistance has been reduced by -55%. Weakened Defenses |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 81% of the way to your next Rank. You have killed: 58 Uniques 32 Bosses 10 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You 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. * 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage (Melee): 16 acid Changes stats: +4 Str / +7 Dex / +4 Con / +15 Lck Changes resistances: +6% fire Changes resistances penetration: +5% acid Changes damage: +3% acid Stealth bonus: +15 Physical save: +20 (+4 eff.) Movement speed: +20% Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 136, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 162.02 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 4 nature Changes stats: +15 Str / +19 Dex / +2 Lck Changes resistances: +13% blight / +22% mind / +12% darkness Changes damage: +6% nature Grants telepathy: Dragon Spell save: +11 (+4 eff.) Mental save: +33 (+9 eff.) Confusion immunity: +44% Activating this item is instant. Curse of Nightmares It can be used to activate talent Circle of Sanctity, 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 Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Tool | ![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +5 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str / +6 Dex Changes resistances: +7% darkness / +6% physical Changes resistances penetration: +10% mind Damage affinity(heal): +15% darkness Lowers spell cool-downs by: 10% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +7 (+1 eff.) Armour: +6 Damage (Melee): 4 blight Damage when hit (Melee): 16 blight Changes stats: +5 Str / +4 Mag / +4 Cun / +6 Con Silence immunity: +22% Mana each turn: +0.13 Maximum mana: +20.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +8 (+4 eff.) Curse of Corpses Rings can have magical properties. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 4 arcane Damage when hit (Melee): 4 arcane Changes resistances: +11% mind / +11% physical Changes resistances penetration: +10% arcane Changes damage: +11% mind / +11% physical Talent on hit(mindpower): Acidfire (5% chance level 1). Curse of Misfortune Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27% chance to disease On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +61 insidious poison / +34 cold / +30 blight When wielded/worn: Physical crit. chance: +12.0% Physical power: +19 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% blight / +6% fire / +3% temporal Changes damage: +6% acid Mental save: +20 (+5 eff.) Pinning immunity: +5% Curse of Misfortune Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +24 Armour Hardiness: +10% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 14 darkness / 12 temporal Damage (Ranged): 16 temporal Damage when hit (Melee): 12 fire Changes stats: +4 Str / +5 Wil / +18 Con Changes resistances: +10% physical / +14% darkness / +10% temporal Changes damage: +7% darkness / +9% temporal Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Physical save: +20 (+4 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +43% Confusion immunity: +5% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +9 (+3 eff.) Fatigue: +18% Changes stats: +4 Dex / +1 Cun / +3 Lck Changes resistances: +38% lightning / +11% physical / +12% acid / +7% cold / +9% fire / +25% temporal Changes damage: +9% arcane Critical mult.: +5.00% Physical save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 See invisible: +9 Curse of Madness A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +4 Dex Changes resistances: +40% light / +44% fire Changes damage: +6% blight Critical mult.: +15.00% Stealth bonus: +27 Physical save: +15 (+3 eff.) Mental save: +40 (+10 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Only die when reaching: -50.00 life Maximum life: +59.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+4 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +16% temporal Changes resistances cap: +8% all Changes resistances penetration: +10% arcane Talent mastery: +0.28 Cursed / Gloom Physical save: +30 (+6 eff.) Pinning immunity: +31% Knockback immunity: +24% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +5 Amulets can have magical properties. |
Inventory
![]() archmage's stralite amulet of perfection (0.28 Cunning / Survival,0.28 Cursed / Strife) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% acid / +7% fire / +7% lightning / +7% cold Talent masteries: +0.28 Cunning / Survival +0.28 Cursed / Strife Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() dwarven-steel greatsword of nature (Madness) (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +13% nature Curse of Madness Massive two-handed swords. |
![]() Xeromira the Coalhunter (Nightmares) (28.5-39.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +13 lightning / +19 cold When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 8 fire Changes stats: +1 Str / +5 Con Changes resistances: +3% fire Changes resistances penetration: +21% acid / +26% darkness / +26% lightning / +25% cold / +11% mind / +23% fire Changes damage: +9% darkness / +9% physical Critical mult.: +3.00% Curse of Nightmares Blunt and deadly. |
![]() Boltglory (Shrouds) (41-49.2 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +29.0% Damage (Melee): 8 acid Damage when hit (Melee): 8 lightning Changes stats: +3 Mag / +7 Wil / +3 Con Changes resistances penetration: +41% lightning Changes damage: +41% lightning / +18% acid Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +29 (+14 eff.) Spell crit. chance: +5% Infravision radius: +1 Curse of Shrouds It can be used to conjure elemental energy in a radius 10 cone, dealing 28.94 to 34.73 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of wizardry (Shrouds) (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +82.00 Spellpower: +21 (+10 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() quick iron waraxe of shearing (Misfortune) (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes stats: +2 Dex Changes resistances penetration: +7% physical Changes damage: +7% physical Curse of Misfortune One-handed war axes. |
![]() truestriking stralite waraxe of paradox (Shrouds) (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Damage when hit (Melee): 9 temporal Changes resistances: +17% temporal Changes resistances penetration: +10% physical Curse of Shrouds One-handed war axes. |
![]() voratun waraxe of nature (Misfortune) (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +13% nature Curse of Misfortune One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +2 Mag Changes resistances: +6% blight / +3% fire / +3% acid Changes damage: +6% mind Mental save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +20% Mana each turn: +0.14 Maximum mana: +27.00 Spellpower: +4 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
![]() dreamer's silk robe of fire (+21%) (Madness) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% fire / +22% mind / +23% darkness Changes damage: +14% fire Physical save: +16 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +32 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Coalwing the dwarven-steel shield (Corpses) (8 def, 2 armour, 76 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 4 darkness / 8 cold Damage when hit (Melee): 15 ice / 36 fire Changes stats: +4 Str / +3 Wil Changes resistances: +16% fire / +32% mind / +6% darkness Maximum wards: +8 lightning / +7 temporal / +8 blight / +8 fire / +8 cold Talents granted: +3 Block +2 Ward Mana each turn: +0.08 Maximum vim: +20.00 Curse of Corpses Handheld deflection devices. |
![]() corrosive stralite shield of physical resistance (+16%) (Nightmares) (10 def, 2 armour, 134 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 15% chance to corrode armour by 30% Changes stats: +5 Con Changes resistances: +16% acid / +18% physical Talent granted: +4 Block Curse of Nightmares Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 12 nature Damage when hit (Melee): 8 nature / 12 temporal Changes stats: +12 Cun Changes resistances: +3% temporal Changes resistances penetration: +5% nature Changes damage: +3% nature Physical save: +20 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +16 (+4 eff.) Light radius: -17 Infravision radius: +13 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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, 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. |
![]() Powered 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 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Chalodolin the Cornac Cursed level 19
5th Flare 122nd year of Ascendancy at 12:12 see stats
By Chalodolin the Cornac Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Chalodolin the Cornac Cursed level 20
59th Dusk 122nd year of Ascendancy at 16:46 see stats
By Chalodolin the Cornac Cursed level 30
60th Dusk 122nd year of Ascendancy at 02:18 see stats
By Chalodolin the Cornac Cursed level 40
63rd Dusk 122nd year of Ascendancy at 15:41 see stats
By Chalodolin the Cornac Cursed level 50
65th Dusk 122nd year of Ascendancy at 08:48 see stats
By Chalodolin the Cornac Cursed level 46
64th Dusk 122nd year of Ascendancy at 18:04 see stats
By Chalodolin the Cornac Cursed level 19
55th Dusk 122nd year of Ascendancy at 01:16 see stats
By Chalodolin the Cornac Cursed level 19
2nd Mirth 122nd year of Ascendancy at 18:51 see stats
By Chalodolin the Cornac Cursed level 33
61st Dusk 122nd year of Ascendancy at 02:06 see stats
By Chalodolin the Cornac Cursed level 17
78th Pyre 122nd year of Ascendancy at 03:34 see stats
Log
Aeromina the elven blood mage's Blood Grasp drains life from Chalodolin!
Aeromina the elven blood mage's Blood Grasp hits Chalodolin for 56 blight damage.
Aeromina the elven blood mage hits Chalodolin for 10 acid, 4 fire, 10 acid, 4 fire (27 total damage).
Chalodolin hits Aeromina the elven blood mage for (30 parried), (70 shifted), 0 physical, 6 nature, 21 cold, 19 blight, 11 darkness, 9 acid, 3 nature, 7 temporal, 3 blight, 3 arcane, (30 parried), 60 physical, 6 nature, 21 cold, 19 blight, 11 darkness, 9 acid, 3 nature, 7 temporal, 3 blight, 3 arcane, 24 healing (222 total damage) [24 healing].
Aeromina the elven blood mage overcomes the dismay
Aeromina the elven blood mage has recovered!
Insidious Poison from Chalodolin hits Aeromina the elven blood mage for 6 nature damage.
Chalodolin is not silenced anymore.
Aeromina the elven blood mage uses Dual Strike.
Aeromina the elven blood mage performs a melee critical strike against Chalodolin!
The shattering blow creates a shockwave!
Greater Weapon Focus from Aeromina the elven blood mage performs a melee critical strike against Chalodolin!
Chalodolin is stunned!
Chalodolin hits Aeromina the elven blood mage for (3 shifted), 0 temporal, 7 fire, 12 blight, 4 arcane, 3 mind, 3 temporal, 7 fire, 12 blight, 4 arcane, 3 mind, 1 temporal, 2 fire, 4 blight, 1 arcane, 1 mind, 1 temporal, 2 fire, 4 blight, 1 arcane, 1 mind (75 total damage).
Greater Weapon Focus from Aeromina the elven blood mage hits Chalodolin for 37 physical, 12 acid, 4 fire, 85 physical, 6 light, 18 cold, 14 acid, 4 fire (180 total damage).
Aeromina the elven blood mage hits Chalodolin for 38 physical, 12 acid, 4 fire, 85 physical, 6 light, 18 cold, 14 acid, 4 fire (181 total damage).
Aeromina the elven blood mage hits Chalodolin for 10 acid, 4 fire (14 total damage).
Chalodolin hits Aeromina the elven blood mage for (31 parried), 63 physical, 2 nature, 8 cold, 8 blight, 4 darkness, 3 acid, 1 nature, 3 temporal, 1 blight, 1 arcane (96 total damage).
Aeromina the elven blood mage's skin returns to normal.
Aeromina the elven blood mage speeds up.
Aeromina the elven blood mage has recovered!
Insidious Poison from Chalodolin hits Aeromina the elven blood mage for 2 nature damage.
Aeromina the elven blood mage is weakened by the gloom.
Aeromina the elven blood mage casts Blood Boil.
Chalodolin slows down.
Aeromina the elven blood mage hits Chalodolin for 46 blight damage.
Aeromina the elven blood mage slows down.
Saving game...