Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 15 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by poison ooze at level 13 on the 16th Dusk 122nd year of Ascendancy at 16:27 / 2Killed by Glogatta the shadow claw at level 15 on the 28th Dusk 122nd year of Ascendancy at 15:02 |
Primary Stats
| Strength | 26.417639711878 (base 39) |
| Dexterity | 20 (base 10) |
| Constitution | 19.464849752115 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 35 (base 29) |
| Cunning | 19 (base 10) |
Resources
| Life | -25/408 |
| Hate | 100/100 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | +31.678383797157% |
| Attack | 0% |
| Movement | +260.16080713734% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 45 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.05 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Darkness | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 25.65 |
| Ranged Defense | 28.15 |
| Fatigue | 7 |
| Physical Save | 30.829435656199 |
| Spell Save | 26.175 |
| Mental Save | 38.75 |
Defense: Resistances
| Darkness | + 43%( 82%) |
| Mind | + 17%( 70%) |
| Fire | + 17%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 23%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 220 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 3 Curse of Madness 3Penalty: Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Level 1: Unleashed: +9% critical damage, +12% off-hand weapon damage Level 2: -2 Luck, +5 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 9% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed, granting it 32% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 37.02 blight damage per turn. Weakness Disease |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 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 is rampaging! (+198% movement speed, +32% attack speed, +12% physical damage, +6 physical save, +6 mental save, 26/26 damage shrugged off this turn) Rampaging |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 3, Cursed Aura Curse of Shrouds 3Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Level 1: Nightwalker: +12 Darkness Resistance, +12% Max Darkness Resistance, +8 See Invisible Level 2: -2 Luck, +5 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 21.26 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 minotaur nose. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within | active |
Equipment
| On feet | dreamer's pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) (Shrouds) dreamer's pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) (Shrouds)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: +3 Ranged Defense: +3 Fatigue: +3% Physical save: +9 Spell save: +5 Mental save: +7 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. |
| Light source | piercing brass lantern piercing brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +5% physical Light radius: +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 | bladed rough leather cap of dexterity (+3) (0 def, 1 armour) (Madness) bladed rough leather cap of dexterity (+3) (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex Damage when the wearer is hit: 6 physical Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 49.98 physical damage. If the attack hits, the target is confused 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 | quick steel torque of psychoportation [power 22] (21 cooldown) quick steel torque of psychoportation [power 22] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 22), placing all other charms into a 21 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Rings can have magical properties. |
| On fingers | savior's steel ring of darkness (+22%) savior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 Spell save: +7 Mental save: +5 Rings can have magical properties. |
| Around waist | clarifying rough leather belt of carrying (Misfortune) clarifying rough leather belt of carrying (Misfortune)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Mental save: +6 Curse of Misfortune A belt that goes around your waist. |
| In main hand | stralite greatmaul 'Furnacebloom' (55.5-83.25 power, 3 apr) (Misfortune) stralite greatmaul 'Furnacebloom' (55.5-83.25 power, 3 apr) (Misfortune)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +16 mind When wielded/worn: Accuracy: +10 Defense: +11 Changes stats: +6 Cun / +3 Wil Changes resistances: +5% arcane / +3% fire Mindpower: +10 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 maul. |
| On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) (Madness) steady iron gauntlets of dexterity (+2) (0 def, 1 armour) (Madness)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 Armour: +1 Changes stats: +2 Dex Physical save: +5 Mental save: +6 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Skin of Many (12 def, 6 armour) (Corpses) Skin of Many (12 def, 6 armour) (Corpses)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Corpses The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | thick linen cloak of protection (1 def, 5 armour) (Madness) thick linen cloak of protection (1 def, 5 armour) (Madness)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold Spell save: +6 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. |
| Around neck | clarifying steel amulet of constitution (+2) clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
Inventory
psychic's wild infusion (resist 14%; cure physical) psychic's wild infusion (resist 14%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 20; turns 5; dispells darkness)sun infusion (rad 6; power 20; turns 5; dispells darkness) 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. 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. |
titan's sun infusion (rad 6; power 43; turns 4; dispells darkness) titan's sun infusion (rad 6; power 43; turns 4; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 4 turns. Its effects scale with your Constitution 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
inertial copper amulet inertial copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.20 Amulets can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Umbral Razor (20-26 power, 10 apr) (Shrouds) Umbral Razor (20-26 power, 10 apr) (Shrouds)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 Curse of Shrouds It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 55.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
thought-forged steel dagger of erosion (11.5-14.95 power, 6 apr) (Shrouds) thought-forged steel dagger of erosion (11.5-14.95 power, 6 apr) (Shrouds)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +7 mind / +4 nature / +6 temporal Damage conversion: 20% mind When wielded/worn: Changes stats: +2 Wil Curse of Shrouds Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) (Corpses) Bill's Tree Trunk (30-51 power, 7 apr) (Corpses)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
flaming iron greatmaul of paradox (14-21 power, 1 apr) (Madness) flaming iron greatmaul of paradox (14-21 power, 1 apr) (Madness)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 temporal Burst (radius 1) on hit: +8 fire When wielded/worn: Damage when the wearer is hit: 8 temporal Changes resistances: +6% temporal Curse of Madness Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. psychic's steel longsword (13-18.2 power, 3 apr) (Madness)psychic's steel longsword (13-18.2 power, 3 apr) (Madness) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Mindpower: +5 Curse of Madness Sharp, long, and deadly. |
Belydanor (2-2.2 power, 12 apr, nature damage) (Shrouds) Belydanor (2-2.2 power, 12 apr, nature damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Str / +2 Con Critical mult.: +10.00% Mindpower: +1 Mental crit. chance: +1% 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. |
Polutira (4.5-4.95 power, 18 apr, mind damage) (Corpses) Polutira (4.5-4.95 power, 18 apr, mind damage) (Corpses)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +15% Insect When wielded/worn: Fatigue: -8% Changes stats: +5 Dex Maximum life: +40.00 Mindpower: +2 Mental crit. chance: +2% Curse of Corpses 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. |
mitotic vined mindstar (4-4.4 power, 18 apr, mind damage) (Misfortune) mitotic vined mindstar (4-4.4 power, 18 apr, mind damage) (Misfortune)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +5 slime / +5 acid blind When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. 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. vined mindstar (5.5-6.05 power, 18 apr, nature damage) (Misfortune)vined mindstar (5.5-6.05 power, 18 apr, nature damage) (Misfortune) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 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. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of massacre (15.5-21.7 power, 3 apr) (Nightmares)flaming steel waraxe of massacre (15.5-21.7 power, 3 apr) (Nightmares) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Nightmares One-handed war axes. |
steel waraxe of massacre (16.5-23.1 power, 3 apr) (Misfortune) steel waraxe of massacre (16.5-23.1 power, 3 apr) (Misfortune)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Misfortune One-handed war axes. |
Stormlash (15-16.5 power, 7 apr) (Shrouds) Stormlash (15-16.5 power, 7 apr) (Shrouds)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 15.0 - 16.5 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 Curse of Shrouds It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
enveloping linen cloak (7 def, 0 armour) (Misfortune) enveloping linen cloak (7 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 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. |
linen cloak of stability (1 def, 0 armour) (Nightmares) linen cloak of stability (1 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 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. |
linen cloak of the Shaloren (1 def, 0 armour) (Nightmares) linen cloak of the Shaloren (1 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag 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. |
Adotha (0 def, 0 armour) (Nightmares) Adotha (0 def, 0 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 12 acid Maximum psi: +50.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) (Shrouds) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: -2% Maximum encumbrance: +20 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. |
cleansing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses) cleansing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% nature / +6% blight Curse of Corpses A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) (Corpses) rough leather cap of constitution (+3) (0 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Curse of Corpses A cap made of leather. |
wintry steel shield of harmony (6 def, 2 armour, 38 block) (Misfortune) wintry steel shield of harmony (6 def, 2 armour, 38 block) (Misfortune)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +2 Wil Damage when the wearer is hit: 10 cold Changes resistances: +11% cold Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +2 Block Curse of Misfortune It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 19 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
7 agate 7 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +4 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. |
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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 foe's 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. |
Shadowlore of thorny skin [power 17] (20 cooldown) Shadowlore of thorny skin [power 17] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% darkness Changes damage: +12% darkness / +30% light It can be used to hardens the skin for 6 turns increasing armour by 17 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of cure poisons [power 1] (16 cooldown) quick ash totem of cure poisons [power 1] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 1 poisons from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
4 amethyst 4 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. shadowy yew wand of lightning [power 141] (6 cooldown)shadowy yew wand of lightning [power 141] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a beam of lightning (dam 47-141), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Ronin the Cornac Cursed level 10
6th Flare 122nd year of Ascendancy at 07:54 see stats
The Arena
Unlocked Arena mode.By Ronin the Cornac Cursed level 12
11st Dusk 122nd year of Ascendancy at 06:44 see stats
The secret city
Discovered the truth about mages.By Ronin the Cornac Cursed level 10
9th Flare 122nd year of Ascendancy at 09:55 see stats
Unstoppable
Returned from the dead.By Ronin the Cornac Cursed level 13
16th Dusk 122nd year of Ascendancy at 16:27 see stats
Log
You feel your rampage slowing down. (-1 duration)
Ronin has shrugged off 26 damage and is ready for more.
Glogatta the shadow claw hits Ronin for 6 blight, 0 blight damage (total 5.93).
Shadow claw uses Reproach.
Glogatta the shadow claw casts Pacification Hex.
Ronin is hexed!
Ronin is dazed!
You are unable to move!
You are unable to move!
Ronin is not dazed anymore.
Ronin has shrugged off 26 damage and is ready for more.
Ronin stops regenerating health quickly.
Glogatta the shadow claw hits Ronin for 25 blight, 0 blight damage (total 24.13).
Shadow claw uses Phase Door.
Glogatta the shadow claw casts Blood Grasp.
Your hatred grows even as your life fades! (+13 hate)
Glogatta the shadow claw drains life from Ronin!
Glogatta the shadow claw hits Ronin for 120 blight damage.
You are unable to move!
Ronin uses Infusion: Wild.
Ronin is no longer pinned.
Ronin is cured!
Ronin lessens the pain.
You feel your rampage slowing down. (-1 duration)
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
