











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Emelytta the hornet swarm at level 18 on the 78th Haze 122nd year of Ascendancy at 10:53 / 2Killed by snow giant thunderer at level 18 on the 78th Haze 122nd year of Ascendancy at 11:16 |
Primary Stats
| Strength | 46 (base 37) |
| Dexterity | 26 (base 10) |
| Constitution | 34 (base 28) |
| Magic | 13 (base 10) |
| Willpower | 42 (base 27) |
| Cunning | 23 (base 11) |
Resources
| Life | -21/481 |
| Hate | 106/106 |
| Healing Factor | 1.315336564623 |
| Regeneration | 4.2748438350248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 20 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 29 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Nature | +8% |
| Darkness | +3% |
| Mind | +16% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 32.317011280365 (72.903125182002%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 29 |
| Physical Save | 24 |
| Spell Save | 22 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 50%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Poison Resistance | 20% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by abc. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Cobrawaker' (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire Changes resistances: +9% temporal Changes resistances penetration: +5% nature Life regen: +3.00 Healing mod.: +13% Curse of Madness A pair of boots made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire 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 | Scorpionvortex the iron helm (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex Changes resistances: +3% acid / +3% fire / +2% physical Changes damage: +3% nature Spell save: +6 (+3 eff.) 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 99.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (Misfortune) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
| Tool | elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Heatcutter' (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): 6 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 26 Damage (Ranged): 6 physical Damage when hit (Melee): 2 fire Changes stats: +2 Dex / +3 Mag / +4 Wil / +4 Cun Changes resistances: +16% mind Changes damage: +16% mind Blindness immunity: +31% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Infravision radius: +5 See stealth: +20 See invisible: +13 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.60 cold and 13.57 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 16/60. This azure ring seems to be always moist to the touch. |
| Around neck | insulating copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
| In main hand | Dagatir the Duathelspawn (Shrouds) (30-41 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 53% When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Changes stats: +4 Str / +3 Dex Changes damage: +3% darkness Critical mult.: +5.00% Curse of Shrouds Blunt and deadly. |
| Around waist | Naturerace (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 6 acid / 4 nature Changes resistances: +6% lightning / +6% temporal / +3% acid Changes resistances penetration: +20% acid Changes damage: +3% acid Curse of Misfortune A belt that goes around your waist. |
| In off hand | Coral Spray (Nightmares) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
| Cloak | Layeleda the linen cloak (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +2% physical / +3% darkness / +9% fire Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour of fire resistance (Misfortune) (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% fire Curse of Misfortune A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -107; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -107 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 214 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Spellcrusher (Misfortune) (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) Curse of Misfortune This large steel greatmaul has thick vines wrapped around the handle. |
Golden Three-Edged Sword 'The Truth' (Madness) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Madness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
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: +2.0% proc dam (max 200%) 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 (+4 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 51.21 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (102). 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. |
This item will automatically be transmogrified when you leave the level.earthen ash magestaff (Corpses) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +6% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Isynor' (Madness) (18-26 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Defense: +7 (+3 eff.) Changes stats: +1 Con / +3 Wil Changes resistances: +3% lightning Silence immunity: +20% Disarm immunity: +26% Light radius: +3 See invisible: +3 Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.rough leather belt of resilience (Madness) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +38.00 Curse of Madness A belt that goes around your waist. |
woollen robe 'Scorpionstalker' (Madness) (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+7 eff.) Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +6% nature / +9% all Critical mult.: +5.00% Physical save: +16 (+8 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nelar the Seartaint (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances penetration: +5% fire Changes damage: +3% fire Maximum life: +60.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Infravision radius: +1 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. |
pair of iron boots 'Sootpall' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes resistances: +3% nature Changes resistances penetration: +20% lightning / +25% darkness / +15% nature Maximum encumbrance: +24 Physical save: +6 (+3 eff.) 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. |
traveler's pair of rough leather boots (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Curse of Misfortune A pair of boots made of leather. |
undeterred pair of rough leather boots (Shrouds) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +23% Curse of Shrouds A pair of boots made of leather. |
Samerab the Scabwhisper (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 acid / 2 nature Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +15% cold Changes damage: +3% acid / +3% nature Mindpower: +4 (+1 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rough leather cap 'Mayugawe' (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +1% Changes stats: +3 Con Changes resistances: +12% lightning / +3% nature / +6% light Spell save: +12 (+6 eff.) Infravision radius: +2 Curse of Shrouds A cap made of leather. |
fearforged voratun mail armour of implacability (Nightmares) (5 def, 15 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +13% Changes stats: +6 Con Changes resistances: +5% fire / -12% light / +6% darkness Physical save: +13 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
enlightening steel plate armour (Corpses) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Mental save: +11 (+5 eff.) Curse of Corpses A suit of armour made of metal plates. |
iron shield of lightning resistance (+16%) (Corpses) (0 def, 2 armour, 10-12 power, 18.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% lightning Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dreamer's brass lantern of the zealotInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+3 eff.) Mental save: +4 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +4% 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. |
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 (+5 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 20% 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By abc the Cornac Cursed level 12
10th Haze 122nd year of Ascendancy at 09:15 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By abc the Cornac Cursed level 18
76th Haze 122nd year of Ascendancy at 18:45 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By abc the Cornac Cursed level 18
78th Haze 122nd year of Ascendancy at 08:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By abc the Cornac Cursed level 10
21st Dusk 122nd year of Ascendancy at 10:09 see stats
The Arena (Roguelike)
Unlocked Arena mode.By abc the Cornac Cursed level 9
1st Mirth 122nd year of Ascendancy at 11:28 see stats
The secret city (Roguelike)
Discovered the truth about mages.By abc the Cornac Cursed level 17
63rd Haze 122nd year of Ascendancy at 12:41 see stats
Unstoppable (Roguelike)
Returned from the dead.By abc the Cornac Cursed level 18
78th Haze 122nd year of Ascendancy at 10:53 see stats
Log
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits abc for (39 rampage shugs off), 72 lightning (72 total damage).
Nerymissra the cold drake shoots!
Snow giant chieftain slows down.
Snow giant casts Mind Disruption.
Abc resists the effect 'Confused'!
Abc has shrugged off 39 damage and is ready for more.
abc receives 18 healing from Unnatural Body.
Snow giant feels pain again.
Nerymissra the cold drake shoves Snow giant thunderer aside.
Talent Blindside is ready to use.
Talent Savage Hunter is ready to use.
Talent Block is ready to use.
abc receives 7 healing from Unnatural Body.
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits abc for (39 rampage shugs off), 86 lightning (86 total damage).
Abc has shrugged off 39 damage and is ready for more.
Your rampage is invigorated by the intense onslaught! (+1 duration)
Snow giant thunderer casts Lightning.
Snow giant thunderer hits abc for (39 rampage shugs off), 52 lightning (52 total damage).
Nerymissra the cold drake shoves Snow giant thunderer aside.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits abc for 89 lightning damage.
abc the level 18 cornac cursed was bolted to death by a snow giant thunderer on level 4 of Daikara.









































































