Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 17 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 17 on the 3rd Allure 123rd year of Ascendancy at 18:44 / 2Killed by Urrgoritr the Bringer of Doom at level 17 on the 3rd Allure 123rd year of Ascendancy at 19:19 |
Primary Stats
| Strength | 51 (base 44) |
| Dexterity | 10 (base 10) |
| Constitution | 32 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 31 (base 24) |
| Cunning | 14 (base 10) |
Resources
| Life | -1/567 |
| Hate | 100/100 |
| Healing Factor | 1.5330366856123 |
| Regeneration | 57.044295071633 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 32 |
| Crit Chance | 4% |
| APR | 7 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.92 (81.030927835052%) |
| Defense | 20 |
| Ranged Defense | 22 |
| Fatigue | 34 |
| Physical Save | 41 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Knockback Resistance | 36% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Stun Resistance | 35% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 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. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 351% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 33.76 life per turn. Regeneration |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 42/42 damage shrugged off this turn) Rampaging |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved spell save by +4. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Rhydan (Corpses) (5 def, 4 armour) Rhydan (Corpses) (5 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +6% acid Maximum encumbrance: +10 Physical save: +9 (+3 eff.) Life regen: +0.40 Maximum stamina: +10.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (85 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | miner's iron helm of strength (+3) (Nightmares) (0 def, 4 armour) miner's iron helm of strength (+3) (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Str Infravision radius: +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | savior's copper ring of sensing savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr) Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 20 power out of 17/20) : Effective talent level: 2.0 Power cost: 20 out of 17/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Sludgegrip (Madness) (0 def, 0 armour) Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Madness These gloves are coated with a thick, green liquid. |
| Main armor | Sepsislash the stralite plate armour (Madness) (7 def, 13 armour) Sepsislash the stralite plate armour (Madness) (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 nature Changes stats: +2 Str / +3 Con Changes resistances: +20% fire Changes damage: +3% nature / +6% darkness Life regen: +1.90 Maximum life: +112.00 Healing mod.: +14% Curse of Madness A suit of armour made of metal plates. |
| Cloak | thick linen cloak of Iron Throne (Misfortune) (1 def, 5 armour) thick linen cloak of Iron Throne (Misfortune) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +11% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 77 for 4 turns)shielding rune (absorb 77 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Stormfront (Corpses) (20-30 power, 2 apr) Stormfront (Corpses) (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Corpses The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level. thunderous iron battleaxe of crippling (Corpses) (13.5-20.25 power, 1 apr)thunderous iron battleaxe of crippling (Corpses) (13.5-20.25 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +9% lightning Curse of Corpses Massive two-handed battleaxes. |
blazebringer's dwarven-steel greatmaul (Madness) (43.5-65.25 power, 2 apr) blazebringer's dwarven-steel greatmaul (Madness) (43.5-65.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Emelimira' (Misfortune) (36.5-58.4 power, 2 apr)dwarven-steel greatsword 'Emelimira' (Misfortune) (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 mind Burst (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes damage: +6% acid Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Tulumanik the steel longsword (Madness) (20.5-28.7 power, 3 apr)Tulumanik the steel longsword (Madness) (20.5-28.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Spell save: +18 (+9 eff.) Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of crippling (Madness) (15.5-21.7 power, 3 apr)steel longsword of crippling (Madness) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. ash magestaff of illumination (Shrouds) (15-18 power, 3 apr, arcane element)ash magestaff of illumination (Shrouds) (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 45.40 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff (Corpses) (20-24 power, 4 apr, light element)cruel yew starstaff (Corpses) (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff (Misfortune) (15-18 power, 3 apr, physical element)shimmering ash starstaff (Misfortune) (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of darkness (+18%) (Corpses) (0 def, 0 armour)spellwoven woollen robe of darkness (+18%) (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% darkness Changes damage: +12% darkness Spell save: +15 (+7 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe (Nightmares) (0 def, 0 armour)woollen robe (Nightmares) (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of dexterity (+3) (Corpses) (0 def, 2 armour)hardened leather gloves of dexterity (+3) (Corpses) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Changes stats: +3 Dex Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. temporal iron gauntlets of strength (+3) (Madness) (0 def, 1 armour)temporal iron gauntlets of strength (+3) (Madness) (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 (+2 eff.) Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +4% temporal Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of lightning resistance (Corpses) (2 def, 6 armour)enlightening steel mail armour of lightning resistance (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +3 Wil Changes resistances: +17% lightning Mental save: +11 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel mail armour (Madness) (3 def, 8 armour)fortifying dwarven-steel mail armour (Madness) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +3 Str / +2 Con Maximum life: +30.00 Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of acid resistance (Misfortune) (2 def, 6 armour)steel mail armour of acid resistance (Misfortune) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% acid Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of lightning resistance (Corpses) (2 def, 6 armour)steel mail armour of lightning resistance (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +17% lightning Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of spell shielding (Misfortune) (2 def, 4 armour)spiked cured leather armour of spell shielding (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +6% arcane Spell save: +11 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
Glytira (Madness) (9 def, 16 armour) Glytira (Madness) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 4 physical Changes stats: +4 Str / +12 Wil / +11 Cun / +6 Con Changes resistances: +6% fire Mental save: +40 (+16 eff.) Blindness immunity: +5% Cut immunity: +10% Maximum life: +58.00 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel shield of acid resistance (+16%) (Nightmares) (6 def, 2 armour, 40.5 block)steel shield of acid resistance (+16%) (Nightmares) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +16% acid Talent granted: +2 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. hateful quiver of ash arrows of crippling (20/20, 18.5-25.9 power, 7 apr)hateful quiver of ash arrows of crippling (20/20, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +7.5% Capacity: 20 On weapon crit: * cripple the target Damage (Ranged): +5 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 alchemist agate 59 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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% Latent Damage Type: Fire 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 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. |
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 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. |
This item will automatically be transmogrified when you leave the level. volcanic ash wand of conjuration [power 151] (10 cooldown)volcanic ash wand of conjuration [power 151] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element with (base) damage 76 to 151, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Morgoth the Cornac Cursed level 10
26th Dusk 122nd year of Ascendancy at 21:50 see stats
Level 10 (Roguelike)
Got a character to level 10.By Morgoth the Cornac Cursed level 10
26th Dusk 122nd year of Ascendancy at 21:48 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Morgoth the Cornac Cursed level 9
2nd Dusk 122nd year of Ascendancy at 11:10 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Morgoth the Cornac Cursed level 10
39th Dusk 122nd year of Ascendancy at 02:35 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Morgoth the Cornac Cursed level 6
7th Mirth 122nd year of Ascendancy at 19:01 see stats
Unstoppable (Roguelike)
Returned from the dead.By Morgoth the Cornac Cursed level 17
3rd Allure 123rd year of Ascendancy at 18:44 see stats
Log
Acid Splash from Urrgoritr the Bringer of Doom hits Morgoth for 0 acid damage.
You have taken the life of an experienced foe! (+5 hate)
Morgoth hits Skeleton warrior for 188 physical damage.
Morgoth killed Skeleton warrior!
Morgoth has shrugged off 7 damage and is ready for more.
Talent Infusion: Regeneration is ready to use.
Acid Splash from Urrgoritr the Bringer of Doom hits Morgoth for 0 acid damage.
Morgoth receives 12 healing from Unnatural Body.
Urrgoritr the Bringer of Doom casts Rune: Manasurge.
Urrgoritr the Bringer of Doom starts to surge mana.
Morgoth has shrugged off 8 damage and is ready for more.
Morgoth is free from the acid.
Morgoth seems more focused.
Morgoth receives 6 healing from Unnatural Body.
Morgoth hits Sandworm for 22 nature damage.
Sandworm hits Morgoth for 0 physical damage.
Morgoth uses Infusion: Regeneration.
Morgoth starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Morgoth has shrugged off 5 damage and is ready for more.
Sandworm misses Morgoth.
Urrgoritr the Bringer of Doom casts Invoke Darkness.
Urrgoritr the Bringer of Doom's spell attains critical power!
Your hatred grows even as your life fades! (+11 hate)
Saving game...
