Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Cursed |
Level / Exp | 16 / 29% |
Size | medium |
Lifes / Deaths | Killed by Gybeth the devourer at level 16 on the 5th Flare 122nd year of Ascendancy at 08:52 / 1 |
Primary Stats
Strength | 60 (base 43) |
Dexterity | 54 (base 43) |
Constitution | 51 (base 43) |
Magic | 48 (base 43) |
Willpower | 58 (base 43) |
Cunning | 59 (base 43) |
Resources
Mana | 7946/9025 |
Life | -4/653 |
Positive | 18/75 |
Paradox | 324 |
Hate | 104/104 |
Healing Factor | 1.2782805429865 |
Regeneration | 0.31957013574662 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +71.093229812756% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 2 |
Infravision | 12 |
See Stealth | 84.863398109542 |
See Invisible | 111.97054891303 |
ESP Range | 15 |
ESP Kinds | horror/eldritch, demon/minor, demon/major |
Offense: Mainhand
Damage | 88 |
Accuracy | 59 |
Crit Chance | 25% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 59 |
Crit Chance | 26% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
All | +15% |
Defense: Base
Armour (hardiness) | 31.063402816797 (90.416666666667%) |
Defense | 49 |
Ranged Defense | 51 |
Fatigue | 17 |
Physical Save | 38 |
Spell Save | 35 |
Mental Save | 49 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 44% |
Fear Resistance | 55% |
Knockback Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Keen Senses |
talent | Chant of Fortitude |
talent | Surge |
talent | Gloom |
talent | Contingency |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Detects creatures of type horror/eldritch in radius 15. Overseer of Nations |
detrimental effect | Huge cut that bleeds, doing 1.57 physical damage per turn. Bleeding |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Stalking Gybeth the devourer. Bonus level 1: +17 attack, +11% melee damage, +0.50 hate/turn prey was hit. Stalking 527/1080 +1 |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 15%. Strength and Willpower are increased by 7. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by rattlesnake. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
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 gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 Shardskin. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 |
Equipment
On feet | Bethyrin the Deepswild (Corpses) (0 def, 3 armour) Bethyrin the Deepswild (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Cun Changes resistances: +3% darkness Maximum psi: +30.00 Mindpower: +2 (+1 eff.) 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 | Issathad the Lustrepain Issathad the LustrepainInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Str Changes resistances: +12% light Changes resistances penetration: +10% light Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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 | bladed rough leather cap of trickery (Shrouds) (0 def, 1 armour) bladed rough leather cap of trickery (Shrouds) (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% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +2 Dex / +2 Cun Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 110.4 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
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 (Nightmares) savior's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
On fingers | titan's steel ring of nature (+22%) (Madness) titan's steel ring of nature (+22%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+2 eff.) Curse of Madness Rings can have magical properties. |
Around waist | Korihad (Madness) Korihad (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Dex Maximum life: +64.00 Maximum stamina: +15.00 Curse of Madness A belt that goes around your waist. |
In main hand | thunderous steel longsword of massacre (Misfortune) (22-30.8 power, 3 apr) thunderous steel longsword of massacre (Misfortune) (22-30.8 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +6% lightning Curse of Misfortune Sharp, long, and deadly. |
On hands | Flamewrought (Misfortune) (0 def, 2 armour) Flamewrought (Misfortune) (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 (+1 eff.) Curse of Misfortune It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.66 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. |
In off hand | Eilinywyn (Nightmares) (10.5-13.65 power, 5 apr) Eilinywyn (Nightmares) (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 insidious poison When wielded/worn: Changes resistances: +3% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+4 eff.) Psi when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +2% Curse of Nightmares Sharp, short and deadly. |
Cloak | Haradenik the linen cloak (Misfortune) (7 def, 0 armour) Haradenik the linen cloak (Misfortune) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 8 acid Changes resistances penetration: +10% acid Changes damage: +12% acid Physical save: +5 (+2 eff.) See invisible: +12 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. |
Main armor | steel mail armour of command (Corpses) (10 def, 10 armour) steel mail armour of command (Corpses) (10 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +2 Cun Mental save: +14 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 180) healing infusion of the warrior (heal 180)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 and cleanse 1 wound and 1 poison effect. 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. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +21% Disease immunity: +23% Amulets can have magical properties. |
Elemental Fury (Misfortune) Elemental Fury (Misfortune)Powered 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. Curse of Misfortune This ring shines with many colors. |
solipsist's gold ring (Corpses) solipsist's gold ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +6 (+2 eff.) Curse of Corpses Rings can have magical properties. |
steel ring of tenacity (Nightmares) steel ring of tenacity (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +22.00 Curse of Nightmares Rings can have magical properties. |
Deepsmight the steel battleaxe (Nightmares) (31.5-47.25 power, 2 apr) Deepsmight the steel battleaxe (Nightmares) (31.5-47.25 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn Damage (Melee): +10 temporal / +10 nature When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 4 darkness Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe 'Rotnigh' (Shrouds) (47-70.5 power, 2 apr)dwarven-steel battleaxe 'Rotnigh' (Shrouds) (47-70.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex Changes resistances: +18% nature Changes damage: +6% nature See invisible: +9 Curse of Shrouds Massive two-handed battleaxes. |
warbringer's iron longsword of purging (Nightmares) (11.5-16.1 power, 2 apr) warbringer's iron longsword of purging (Nightmares) (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +5 nature When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Curse of Nightmares Sharp, long, and deadly. |
Crystal Shard (Shrouds) (16-19.2 power, 4 apr, physical element) Crystal Shard (Shrouds) (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+6 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 25 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Kor's Fall (Madness) (10-12 power, 0 apr, darkness element) Kor's Fall (Madness) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 83.36 physical damage to all targets in line, and inflicting bleeding for another 41.68 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
iron waraxe of paradox (Corpses) (12.5-17.5 power, 2 apr) iron waraxe of paradox (Corpses) (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Curse of Corpses One-handed war axes. |
Stormlash (Madness) (17-18.7 power, 7 apr) Stormlash (Madness) (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning Curse of Madness It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.24 to 60.71 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Brandwinnow (Corpses) Brandwinnow (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% fire Changes damage: +9% fire Curse of Corpses A belt that goes around your waist. |
cleansing rough leather belt (Corpses) cleansing rough leather belt (Corpses)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight Curse of Corpses A belt that goes around your waist. |
linen cloak 'Flashwing' (Shrouds) (1 def, 0 armour) linen cloak 'Flashwing' (Shrouds) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances penetration: +20% mind Mental save: +5 (+2 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Light radius: +1 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. |
thick linen cloak of protection (Nightmares) (1 def, 5 armour) thick linen cloak of protection (Nightmares) (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) 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. |
woollen robe 'Emelalrathra' (Shrouds) (0 def, 0 armour) woollen robe 'Emelalrathra' (Shrouds) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +1 Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Changes stats: +3 Dex Changes resistances: +15% lightning / +21% nature Changes damage: +10% lightning / +12% nature Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tempestshaper the iron gauntlets (Madness) (0 def, 1 armour) Tempestshaper the iron gauntlets (Madness) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes resistances penetration: +10% nature Changes damage: +6% lightning Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +24% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Belaba the Deepsshaper (Corpses) (0 def, 3 armour) Belaba the Deepsshaper (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +15% darkness Changes damage: +9% darkness Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Toradechik (Corpses) (0 def, 3 armour) Toradechik (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Cun / +5 Con Grants telepathy: Demon/Minor Demon/Major Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature's Blessing (Shrouds) (8 def, 6 armour) Nature's Blessing (Shrouds) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Shrouds Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Lavapiety the steel plate armour (Nightmares) (4 def, 13 armour) Lavapiety the steel plate armour (Nightmares) (4 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +17% Changes resistances: +18% acid / +11% blight / +3% fire / +3% mind / +11% nature Changes resistances penetration: +10% fire Changes damage: +3% mind / +3% fire Physical save: +5 (+2 eff.) Curse of Nightmares A suit of armour made of metal plates. |
8 agate 8 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. |
175 alchemist agate 175 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. |
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 Latent Damage Type: Acid 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 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. |
7 spinel 7 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. |
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 (115 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 112 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TotalInsanity the Higher Cursed level 10
3rd Mirth 122nd year of Ascendancy at 13:05 see stats
By TotalInsanity the Higher Cursed level 12
3rd Summertide 122nd year of Ascendancy at 21:11 see stats
By TotalInsanity the Higher Cursed level 12
2nd Summertide 122nd year of Ascendancy at 02:01 see stats
By TotalInsanity the Higher Cursed level 12
3rd Summertide 122nd year of Ascendancy at 18:42 see stats
By TotalInsanity the Higher Cursed level 12
3rd Summertide 122nd year of Ascendancy at 18:42 see stats
Log
TotalInsanity hits Luminous horror for 108 reflected damage.
TotalInsanity hits Gybeth the devourer for 76 physical, 3 reflected, 4 reflected, 43 physical, 1 nature, 3 reflected, 4 reflected (133 total damage).
Gybeth the devourer hits TotalInsanity for (3 absorbed), 0 light, (4 absorbed), 0 mind, (3 absorbed), 0 light, (4 absorbed), 0 mind (0 total damage).
TotalInsanity is free from the illness.
TotalInsanity is no longer rampaging.
Luminous horror is dismayed!
TotalInsanity resists the mind attack!
TotalInsanity resists the mind attack!
Gybeth the devourer is being stalked by TotalInsanity!
Gybeth the devourer hits TotalInsanity for 3 light, 4 mind, 3 light, 4 mind (13 total damage).
TotalInsanity hits Gybeth the devourer for 72 physical, 34 physical, 1 nature (107 total damage).
Gybeth the devourer tries to bite TotalInsanity with razor sharp teeth!
TotalInsanity starts to bleed.
The scent of blood sends the Gybeth the devourers into a frenzy!
TotalInsanity hits Gybeth the devourer for 7 acid, 6 physical (13 total damage).
Gybeth the devourer hits TotalInsanity for 37 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Luminous horror's light area effect hits TotalInsanity for 35 light damage.
Luminous horror's light area effect hits TotalInsanity for 35 light damage.
Insidious Poison from TotalInsanity hits Gybeth the devourer for 1 nature damage.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Bleeding from Gybeth the devourer hits TotalInsanity for 1 physical damage.
Gybeth the devourer shoots!
Your hatred grows even as your life fades! (+4 hate)
Saving game...