









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 67% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 45.170224963639 (base 26) |
| Dexterity | 26 (base 10) |
| Constitution | 43 (base 31) |
| Magic | 18.170224963639 (base 10) |
| Willpower | 63.340449927278 (base 36) |
| Cunning | 41.340449927278 (base 10) |
Resources
| Life | 556/556 |
| Hate | 45/110 |
| Healing Factor | 1.2656587101886 |
| Regeneration | 2.8477320979244 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 36 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Physical | +10% |
| Lightning | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +24% |
| Light | +25% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 16 |
| Physical Save | 31 |
| Spell Save | 30 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 41%( 70%) |
| Physical | + 15%( 72%) |
| Mind | + 16%( 70%) |
| Darkness | + 4%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Teleport Resistance | 40% |
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 28% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: 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 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 624% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% 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+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 40 mind and 40 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 65 Mind damage, and deal 65 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 39% 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. | active |
You failed to protect the lost sun paladin from death by king cobra. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by shivgoroth. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Cindermoon the pair of dwarven-steel boots (Corpses) (9 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% cold Melee Ret 8 cold 10 fire ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +3% Resists +3% fire Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Daimyhor the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Res.pen +24% physical Apr +1 ----- def ----- Defense +15 (+5 eff.) Resists +9% mind Die.at -20.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Bogvengeance'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +3% acid On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Defense +14 (+5 eff.) Resists +9% nature +6% acid Mind.save +14 (+5 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Chamyrerath'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Resists +3% fire Mind.save +9 (+3 eff.) HP.reg +2.00 Confus- +10% Teleport- +20% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around waist | Sepsisradiance (Misfortune)1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +5% acid +2% physical +3% mind +7% blight Teleport- +20% Curse of Misfortune A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Glintweeper' (Nightmares) (152% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +9 Str +12 Dex +5 Mag +10 Wil +9 Cun +7 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +25% light ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Curse of Nightmares Massive two-handed mauls. |
| On hands | Emuyawyn (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +3% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 61% ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +9% fire +9% light +9% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Eel-skin armour (Misfortune) (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Curse of Misfortune Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 61.37 to 184.12 lightning damage (122.75 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Voridhetta (Misfortune) (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +12% cold Mind.save +3 (+1 eff.) Die.at -40.00 life Max.HP +20.00 Heal.mod +20% 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. |
| Around neck | Hathenik0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +12% acid +6% physical +5% arcane Die.at -20.00 life ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 133; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
copper ring 'Strikesever'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Melee Ret 2 lightning 6 temporal ----- def ----- Fatigue -5% Resists +9% lightning ---------- misc Max.enc +21 Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
Bill's Tree Trunk (Corpses) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Corpses Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. 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! |
Dairyroddahek the dragonbone magestaff (Nightmares) (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +12 Mag +15 Wil +10 Cun dps ---------- Spell.crit +5% Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Spell.pwr +15 (+4 eff.) S.pwr/crit +16 Dmg.mod +30% lightning Melee Ret 2 physical ----- def ----- Armour +7 Hardiness +2% Phys.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
River's Fury (Nightmares) (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Curse of Nightmares Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.97 cold damage and 4.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (Shrouds) (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Gitira the pair of iron boots (Corpses) (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +2% ---------- misc Equi/ret +0.16 Psi/ret +0.04 Hate/m.crit +2.00 Infravis +2 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. |
Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime 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. |
dwarven-steel helm 'Glowking' (Nightmares) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Res.pen +15% fire Apr +6 Melee Ret 4 light ----- def ----- Armour +4 Fatigue +4% Resists +9% fire ---------- misc Light +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of knowledge (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wrathroot's Barkwood (Madness) (9 def, 10 armour, 124% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 124% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
112 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Urthizilarim the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +6% mind +12% physical ----- def ----- Fatigue -5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 308/400 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
extending iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Drandel the Cornac Cursed level 15
23rd Dusk 122nd year of Ascendancy at 01:09 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Drandel the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 11:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Drandel the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 09:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Drandel the Cornac Cursed level 19
4th Haze 122nd year of Ascendancy at 15:05 see stats
Log
Personal New Achievement: Treasure Hunter (Nightmare (Roguelike) difficulty)!
You gain 0.70 gold from the transmogrification of hardened leather cap of strength (+2) (Shrouds) (0 def, 3 armour).
You gain 1.48 gold from the transmogrification of hardened leather cap of absorption (Madness) (0 def, 3 armour).
You gain 1.14 gold from the transmogrification of mindwoven woollen robe of blight (+10%) (Misfortune) (0 def, 0 armour).
You gain 0.12 gold from the transmogrification of cashmere robe (Nightmares) (0 def, 0 armour).
You gain 3.24 gold from the transmogrification of dwarven-steel waraxe of crippling (Corpses) (120% power, 4 apr).
You gain 5.67 gold from the transmogrification of potent yew vilestaff of channeling (Madness) (127% power, 4 apr, blight element).
You gain 14.64 gold from the transmogrification of Glaciersweep (Shrouds).
You gain 2.74 gold from the transmogrification of mule's steel ring of arcana (+0.14/turn).
You gain 2.01 gold from the transmogrification of clarifying steel amulet of mastery (0.17 Technique / Combat training).
You gain 1.85 gold from the transmogrification of ethereal rune of the wizard (power 10; resist 18%; move 46%; dur 5; cd 21).
You gain 1.52 gold from the transmogrification of movement infusion (speed 491%; cd 14).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 6th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 8th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 9th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 10th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 11st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 12nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 13 turns (stop reason: interesting terrain).



















































































