











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 19 on the 31st Dusk 122nd year of Ascendancy at 22:57 / 1 |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 56 (base 47) |
| Cunning | 24 (base 10) |
Resources
| Life | -132/476 |
| Hate | 100/100 |
| Equilibrium | 79 |
| Healing Factor | 1.1211363549267 |
| Regeneration | 4.8769431439312 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | +4.4408920985006E-14% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +12% |
| Physical | +6% |
| Cold | +6% |
| All | 0% |
| Lightning | +6% |
| Light | +9% |
| Fire | +3% |
| Nature | +22% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +25% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 28.883307766991 (81.151787968034%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 19 |
| Physical Save | 26 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Mind | + 20%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 16% |
| Silence Resistance | 10% |
| Confusion Resistance | 77% |
| Fear Resistance | 35% |
| Stun Resistance | 58% |
| Poison Resistance | 50% |
| Knockback Resistance | 55% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within1 lumberjacks have died. | done |
Equipment
| On feet | Gille (Madness) (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +3 Str / +3 Con Stamina each turn: +3.00 Only die when reaching: -60.00 life Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | GlitterbearerInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% mind / +3% all Changes damage: +3% light Spell save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Daimarain' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid / 4 mind Changes stats: +3 Str Changes resistances penetration: +20% mind / +20% acid Changes damage: +12% blight Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Phlegm's kiss' (Nightmares) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 10% * 10% chance to slow global speed by 58% Damage (Melee): 13 light Changes resistances: +6% light / +12% acid Changes damage: +9% acid / +6% light / +12% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bregudil the Rainsweeper (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 4 light / 2 cold Changes stats: +1 Str / +2 Dex Changes resistances: +9% nature Spell save: +9 (+4 eff.) Life regen: +2.00 Only die when reaching: -60.00 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Brightbringer'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% light / +3% temporal Changes resistances penetration: +15% fire Changes damage: +3% fire Mental save: +6 (+3 eff.) Confusion immunity: +22% Light radius: +1 Rings make your fingers look great! |
| On fingers | copper ring 'Coalmire'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Con Physical save: +6 (+3 eff.) Silence immunity: +10% Maximum life: +40.00 Healing mod.: +5% Rings make your fingers look great! |
| Around neck | steel amulet 'Khelosus'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +4 Cun Changes resistances: +10% lightning / +12% mind Spell save: +6 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +23% Knockback immunity: +20% Amulets make your neck look great! |
| In main hand | Dagathel (Shrouds) (6-7 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +17 (+8 eff.) Changes stats: +3 Wil Changes damage: +6% lightning / +6% cold / +6% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +2 (+1 eff.) Pinning immunity: +16% Mindpower: +8 (+2 eff.) 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. |
| Around waist | rough leather belt 'Mayarida' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% mind Damage against: +20% Summoned Reduced damage from: +16% Summoned Critical mult.: +15.00% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 204.17 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | linen cloak 'Suntrial' (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 lightning / 6 fire Changes stats: +2 Str / +1 Dex / +3 Cun / +2 Con Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Emelymida' (Misfortune) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Dex / +5 Wil Changes resistances: +15% acid / +16% fire Life regen: +2.10 Stamina each turn: +0.90 Curse of Misfortune A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +11% blight Poison immunity: +21% Disease immunity: +24% Amulets make your neck look great! |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
Aerildakira (Shrouds) (16-24 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 58% Damage (Melee): +4 physical / +9 nature Damage (radius 2) on crit: +12 physical When wielded/worn: Changes resistances penetration: +5% physical Curse of Shrouds Massive two-handed mauls. |
Muckpunish (Shrouds) (4-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str Changes resistances: +5% lightning / +7% fire / +4% nature / +5% cold Changes resistances penetration: +8% nature Changes damage: +3% nature Talent masteries: +0.10 Wild-gift / Harmony +0.20 Psionic / Absorption +0.10 Psionic / Voracity Talent granted: +1 Attune Mindstar Maximum stamina: +30.00 Mindpower: +6 (+2 eff.) 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. |
Phoenixking the vined mindstar (Nightmares) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Damage (Melee): 6 acid Damage when hit (Melee): 2 fire Changes stats: +2 Wil Changes resistances: +4% acid / +3% fire Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% fire / +6% arcane Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Life regen: +2.50 Maximum life: +11.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
creative vined mindstar (Madness) (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness 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. |
creative vined mindstar (Misfortune) (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. |
vined mindstar 'Chillnight' (Nightmares) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +4 cold When wielded/worn: Damage (Melee): 6 physical Damage when hit (Melee): 4 fire Changes resistances: +6% physical Changes resistances penetration: +10% lightning / +4% physical / +10% fire / +20% cold Changes damage: +9% lightning / +8% physical Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level.Ivybrebeth (Corpses) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +27 (+13 eff.) Changes stats: +4 Str Changes resistances: +6% fire Changes damage: +10% arcane Talent granted: +1 Command Staff Poison immunity: +10% Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +3 See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses 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 and deals 45.61 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gelaith the Cloudraider (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +4 Str / +1 Con Changes resistances: +6% lightning / +6% fire Changes damage: +3% fire Physical save: +12 (+6 eff.) Curse of Madness A belt that goes around your waist. |
rough leather belt of the giants (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Spell save: +6 (+3 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
linen cloak 'Cloudkiller' (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% lightning / +3% fire / +5% arcane Changes resistances penetration: +15% lightning / +10% fire Changes damage: +3% lightning Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargetrencher (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 2 lightning Changes resistances: +3% lightning / +6% fire / +3% nature / +6% cold Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootguile the pair of rough leather boots (Corpses) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +3 Wil Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +5% lightning Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Corpses A pair of boots made of leather. |
Flamewrought (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 61.95 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Goraharachak (Nightmares) (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 58% Damage (Melee): 5 physical Changes stats: +5 Cun Changes resistances: +9% darkness / +3% fire Changes damage: +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Shrouds) (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 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves are coated with a thick, green liquid. |
Isina the iron helm (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Blindness immunity: +20% Poison immunity: +10% Life regen: +2.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Healing mod.: +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Cyrynor' (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Dex Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +10% acid Poison immunity: +20% Curse of Madness A cap made of leather. |
steel mail armour 'Samidetar' (Nightmares) (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Con Changes resistances: +7% acid / +6% cold / +32% lightning Changes resistances penetration: +5% physical Changes damage: +6% physical Allows you to breathe in: water Maximum stamina: +30.00 See invisible: +6 Curse of Nightmares A suit of armour made of mail. |
4 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. |
486 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 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. |
6 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asvie the Cornac Cursed level 14
16th Dusk 122nd year of Ascendancy at 12:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asvie the Cornac Cursed level 10
1st Summertide 122nd year of Ascendancy at 10:29 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Asvie the Cornac Cursed level 18
30th Dusk 122nd year of Ascendancy at 23:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asvie the Cornac Cursed level 8
6th Mirth 122nd year of Ascendancy at 11:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Asvie the Cornac Cursed level 8
8th Mirth 122nd year of Ascendancy at 04:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asvie the Cornac Cursed level 18
30th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Asvie uses Slash.
Asvie hits Betevea the shadowblade for 53 mind, 7 light, (19 parried), 3 nature, 38 nature, 7 light (109 total damage).
Betevea the shadowblade no longer revels in blood quite so much.
Betevea the shadowblade uses Ice Claw.
Betevea the shadowblade performs a melee critical strike against Horned Horror!
Betevea the shadowblade revels in the spilt blood and grows stronger!
Betevea the shadowblade performs a melee critical strike against Horned Horror!
Betevea the shadowblade's blood frenzy intensifies!
Horned Horror is crippled.
Betevea the shadowblade performs a melee critical strike against Asvie!
Asvie begins rampaging!
Asvie resists!
Betevea the shadowblade's blood frenzy intensifies!
Asvie harrows Betevea the shadowblade!
Asvie is dazed!
Asvie is not dazed anymore.
Terror is dazed!
Terror is not dazed anymore.
Terror is dazed!
Horned Horror throws two quick punches.
Horned Horror hits Asvie for 95 physical, 17 lightning (112 total damage).
Betevea the shadowblade hits Horned Horror for (21 flat reduction), 114 cold, (8 flat reduction), 0 darkness, (21 flat reduction), 68 cold, (8 flat reduction), 0 darkness (182 total damage).
Betevea the shadowblade hits Terror for 71 cold, 1 darkness, 74 cold, 1 darkness (146 total damage).
Betevea the shadowblade hits Asvie for (25 rampage shugs off), 62 cold, 9 darkness, 41 cold, 9 darkness (120 total damage).
Melee retaliation hits Betevea the shadowblade for 1 lightning, 2 light, 2 acid, 3 fire, 2 mind, 1 cold, 1 lightning, 2 light, 2 acid, 3 fire, 2 mind, 1 cold (23 total damage).
Melee retaliation hits Horned Horror for (1 flat reduction), 0 lightning, (2 flat reduction), 0 light, (2 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 mind, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (2 flat reduction), 0 light, (2 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 mind, (1 flat reduction), 0 cold (0 total damage).
Betevea the shadowblade receives 3 healing from Poison from Asvie.
Curse of Nightmares hits Betevea the shadowblade for 21 mind, 19 darkness (39 total damage).
Asvie the level 19 cornac cursed was volted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Yvolrana the cold drake is no longer being stalked by Asvie.











































































