Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 24 / 81% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 24 on the 77th Dusk 122nd year of Ascendancy at 22:58 / 1 |
Primary Stats
Strength | 49.836605788591 (base 54) |
Dexterity | 15 (base 10) |
Constitution | 40 (base 22) |
Magic | 18 (base 10) |
Willpower | 54 (base 38) |
Cunning | 26 (base 10) |
Resources
Life | -19/665 |
Hate | 100/100 |
Psi | 144/144 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +50.087922695995% |
Attack | 0% |
Movement | +395.65942021996% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 107 |
Accuracy | 47 |
Crit Chance | 17% |
APR | 2 |
Speed | 0.67 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 39.6 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Mind | +11% |
Physical | +60% |
Fire | +11% |
All | +6% |
Offense: Damage Penetration
Mind | +10% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 32.282193696355 |
Ranged Defense | 35.782193696355 |
Fatigue | 11 |
Physical Save | 49.697604008669 |
Spell Save | 38.425 |
Mental Save | 44.216666666667 |
Defense: Resistances
Acid | + 45%( 70%) |
Mind | + 40%( 70%) |
Physical | + 31%( 72%) |
Arcane | + 19%( 70%) |
Fire | + 29%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Fear Resistance | 15% |
Stun Resistance | 15% |
Knockback Resistance | 15% |
Confusion Resistance | 15% |
Inscriptions (5/5)
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Strength stat. |
Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 650% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 4 turns. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | An aura of death surrounds you. Level 3 Curse of Corpses 3Penalty: Fear of Death: -6% resistance against damage from the undead. Level 1: Power over Death: +8% damage against the undead. Level 2: -1 Luck, +3 Strength, +3 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target has appeared out of nowhere! It's defense is boosted by 16. Blindside Bonus |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Cursed Form |
beneficial effect | Mayhem and destruction seem to follow you. Level 5, Cursed Aura Curse of Misfortune 5Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +10 Defense, +5 Ranged Defense Level 2: -1 Luck, +9 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+50% chance to avoid traps). Level 4: Unfortunate End: There is a 40% chance that the damage you deal will increase by 60% if it is enough to kill your opponent. |
detrimental effect | The target is infected by a disease, reducing its strength by 17 and doing 40.01 blight damage per turn. Weakness Disease |
beneficial effect | Horrible visions fill you mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested, Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 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 loose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 27/27 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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by umber hulk. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 chunk of ghoul flesh. * '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 xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * '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 snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | dreamer's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) (Misfortune) dreamer's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +2 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +9 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Mental save: +6 Light radius: +2 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 | Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 74 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | gladiator's steel ring of blasting gladiator's steel ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +6 Con Damage when the wearer hits(melee): 5 lightning / 5 physical Damage when the wearer is hit: 5 lightning / 5 physical Rings can have magical properties. |
On fingers | savior's gold ring of corrosion (+20%) savior's gold ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 Spell save: +7 Mental save: +5 Rings can have magical properties. |
Around waist | Neresera the drakeskin leather belt (Corpses) Neresera the drakeskin leather belt (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +7 Physical crit. chance: +5.0% Changes stats: +5 Dex / +4 Cun / +7 Con Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 12 acid Changes resistances: +5% arcane Physical save: +5 Maximum life: +42.00 Maximum stamina: +26.00 Curse of Corpses A belt that goes around your waist. |
In main hand | icy dwarven-steel greatmaul of crippling (44-66 power, 2 apr) (Misfortune) icy dwarven-steel greatmaul of crippling (44-66 power, 2 apr) (Misfortune)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +9 ice When wielded/worn: Physical crit. chance: +6.0% Curse of Misfortune Massive two-handed maul. |
On hands | Flamewrought (0 def, 2 armour) (Corpses) Flamewrought (0 def, 2 armour) (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Corpses It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Description: Spits a bolt of fire doing 45.33 fire damage. The damage will increase with mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Robe of Force (12 def, 8 armour) (Corpses) Robe of Force (12 def, 8 armour) (Corpses)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% Curse of Corpses It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a thick shroud of telekinetic forces. |
Cloak | spellcowled cashmere cloak of clarity (2 def, 0 armour) (Nightmares) spellcowled cashmere cloak of clarity (2 def, 0 armour) (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil / +3 Mag Spell save: +6 Mental save: +7 Maximum mana: +52.00 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 | Blazestun BlazestunCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +10 Changes resistances: +6% fire Changes resistances penetration: +20% physical Changes damage: +9% physical Amulets can have magical properties. |
Inventory
heroism infusion (+5 for 9 turns, die at -181) heroism infusion (+5 for 9 turns, die at -181)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. Also while Heroism is active you will only die when reaching -181 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's sun infusion (rad 5; power 86; turns 3) psychic's sun infusion (rad 5; power 86; turns 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 43). It will also blind any creatures caught inside (power 86) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's sun infusion (rad 5; power 87; turns 3) psychic's sun infusion (rad 5; power 87; turns 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 43). It will also blind any creatures caught inside (power 87) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's movement infusion (714% speed; 4 turns) warrior's movement infusion (714% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 714% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune (power 7 for 5 turns) invisibility rune (power 7 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to become invisible (power 7) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
gold amulet of constitution (+7) gold amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Amulets can have magical properties. |
grounding copper amulet of dexterity (+3) grounding copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
insulating copper amulet of dexterity (+2) insulating copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
serendipitous steel amulet of dexterity (+7) serendipitous steel amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +7 Changes stats: +7 Lck / +4 Dex Amulets can have magical properties. |
shielding copper amulet shielding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light Blindness immunity: +22% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Satyrwoe SatyrwoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +16 Damage when the wearer hits(melee): 4 temporal Changes resistances penetration: +5% temporal Changes damage: +3% nature Stun/Freeze immunity: +36% Life regen: +0.90 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
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: +21% Life regen: +0.60 Rings can have magical properties. |
copper ring of the mind (+11%) copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
lapis lazuli ring lapis lazuli ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
psionicist's steel ring of nature (+24%) psionicist's steel ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +8 Rings can have magical properties. |
savage's gold ring of time (+13%) savage's gold ring of time (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +13% temporal Changes damage: +13% temporal Spell save: +5 Maximum stamina: +14.00 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
warrior's steel ring of mental power warrior's steel ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mindpower: +8 Rings can have magical properties. |
wizard's copper ring of physical power wizard's copper ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
insidious steel greatsword of projection (26-41.6 power, 2 apr) (Misfortune) insidious steel greatsword of projection (26-41.6 power, 2 apr) (Misfortune)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +10 mind / +18 insidious poison Curse of Misfortune It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
psychic's stralite longsword of crippling (34.5-48.3 power, 5 apr) (Madness) psychic's stralite longsword of crippling (34.5-48.3 power, 5 apr) (Madness)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes stats: +3 Cun / +3 Wil Mindpower: +9 Curse of Madness Sharp, long, and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr) (Corpses) Blood-Letter (33-46.2 power, 4.5 apr) (Corpses)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Curse of Corpses A hand axe carved out of the most frozen parts of the northern wasteland. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
thick linen cloak of Iron Throne (1 def, 5 armour) (Shrouds) thick linen cloak of Iron Throne (1 def, 5 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerawen (3 def, 0 armour) (Nightmares) Xerawen (3 def, 0 armour) (Nightmares)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +10% mind / +24% cold Changes damage: +10% mind / +16% cold Mana each turn: +0.21 Psi each turn: +0.26 Equilibrium when hit: +0.12 Maximum hate: +6.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stalker's pair of hardened leather boots of rushing (0 def, 3 armour) (Misfortune) stalker's pair of hardened leather boots of rushing (0 def, 3 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Infravision radius: +2 Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour) (Nightmares) rough leather gloves of strength (+3) (0 def, 1 armour) (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour) (Shrouds) Crown of Command (3 def, 6 armour) (Shrouds)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Curse of Shrouds This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
miner's hardened leather cap of the depths (0 def, 5 armour) (Nightmares) miner's hardened leather cap of the depths (0 def, 5 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Allows you to breathe in: water Infravision radius: +2 Curse of Nightmares A cap made of leather. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour) (Nightmares) impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour) (Nightmares)Requires: - Strength 28 - Talent Armour Training (level 2) Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 Fatigue: +16% Changes resistances: +19% lightning Curse of Nightmares A suit of armour made of mail. |
cured leather armour of the deep (2 def, 6 armour) (Madness) cured leather armour of the deep (2 def, 6 armour) (Madness)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +7% Changes resistances: +7% cold / +6% acid Allows you to breathe in: water Curse of Madness A suit of armour made of leather. |
enlightening steel plate armour of implacability (4 def, 13 armour) (Nightmares) enlightening steel plate armour of implacability (4 def, 13 armour) (Nightmares)Requires: - Strength 28 - Talent Armour Training (level 4) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 Fatigue: +17% Changes stats: +2 Cun / +2 Wil Physical save: +5 Mental save: +12 Curse of Nightmares A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 93 block) (Misfortune) Black Mesh (8 def, 2 armour, 93 block) (Misfortune)Requires: - Strength 20 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Curse of Misfortune Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 320 block) (Corpses) Titanic (20 def, 18 armour, 320 block) (Corpses)Requires: - Strength 37 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block Curse of Corpses This shield made of the darkest stralite is huge, heavy and very solid. |
icy steel shield of lightning resistance (+15%) (6 def, 2 armour, 42 block) (Corpses) icy steel shield of lightning resistance (+15%) (6 def, 2 armour, 42 block) (Corpses)Requires: - Strength 16 - Talent Armour Training (level 3) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 10 cold Changes resistances: +15% lightning Talent granted: +2 Block Curse of Corpses Handheld deflection devices |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of charged psionic shield [power 14] (20 cooldown) iron torque of charged psionic shield [power 14] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning and blight damage by 14 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of psychoportation [power 28] (30 cooldown) warded steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Offalstoker of cure poisons [power 2] (20 cooldown) Offalstoker of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% nature / +12% cold Spell save: +9 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
forcefull elm totem of cure poisons [power 1] (20 cooldown) forcefull elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. When used: 100% chances to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
14 amethyst 14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
warded yew wand of illumination [power 9] (5 cooldown) warded yew wand of illumination [power 9] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 fire / +2 cold / +2 lightning / +2 blight / +2 temporal Talent granted: +1 Ward It can be used to light the area (rad 9), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Brungilda the Cornac Cursed level 24
76th Dusk 122nd year of Ascendancy at 06:39 see stats
By Brungilda the Cornac Cursed level 19
38th Dusk 122nd year of Ascendancy at 05:30 see stats
By Brungilda the Cornac Cursed level 22
69th Dusk 122nd year of Ascendancy at 03:07 see stats
By Brungilda the Cornac Cursed level 10
3rd Mirth 122nd year of Ascendancy at 13:06 see stats
By Brungilda the Cornac Cursed level 20
42nd Dusk 122nd year of Ascendancy at 02:03 see stats
By Brungilda the Cornac Cursed level 22
54th Dusk 122nd year of Ascendancy at 07:41 see stats
By Brungilda the Cornac Cursed level 24
77th Dusk 122nd year of Ascendancy at 13:53 see stats
By Brungilda the Cornac Cursed level 11
8th Mirth 122nd year of Ascendancy at 00:07 see stats
By Brungilda the Cornac Cursed level 16
25th Dusk 122nd year of Ascendancy at 07:48 see stats
By Brungilda the Cornac Cursed level 13
19th Dusk 122nd year of Ascendancy at 12:03 see stats
By Brungilda the Cornac Cursed level 24
77th Dusk 122nd year of Ascendancy at 15:21 see stats
Log
Brungilda is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Elven cultist misses Brungilda.
Elven cultist casts Timeless.
Brungilda uses Infusion: Wild.
Brungilda lessens the pain.
You feel your rampage slowing down. (-1 duration)
Brungilda uses Infusion: Wild.
Brungilda is free from the decrepitude disease.
Brungilda is cured!
You feel your rampage slowing down. (-1 duration)
Brungilda performs a critical strike!
You have taken the life of an experienced foe! (+6 hate)
Elven cultist's remains glow with a strange light.
Your rampage is invigorated by your fierce attack! (+1 duration)
Elven cultist overcomes the gloom.
Elven cultist is free from the rotting disease.
Elven cultist hits elven blood mage for 37 blight damage.
Elven cultist hits elven warrior for 42 blight damage.
Brungilda hits elven cultist for 299 physical damage.
Brungilda killed elven cultist!
Elven blood mage casts Timeless.
Elven blood mage casts Drain.
Your hatred grows even as your life fades! (+4 hate)
Elven blood mage hits Brungilda for 92 blight damage.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...