Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Cursed |
| Level / Exp | 12 / 94% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 42 (base 37) |
| Dexterity | 32 (base 13) |
| Constitution | 17 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 26 (base 20) |
| Cunning | 18 (base 10) |
Resources
| Life | 288/288 |
| Hate | 49/100 |
| Healing Factor | 0.74369536840713 |
| Regeneration | 0.18592384210178 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.7 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Physical | +9% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +14% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 21.92 (81.030927835052%) |
| Defense | 25.55 |
| Ranged Defense | 26.05 |
| Fatigue | 15 |
| Physical Save | 20.85 |
| Spell Save | 24.9 |
| Mental Save | 16.45 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| All | 0%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 16%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Fear Resistance | 50% |
| Stun Resistance | 55% |
| Knockback Resistance | 50% |
| Confusion Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 15% for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 154 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Stalk |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. | 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
| Tool | steel torque of psychoportation 'Poremira' [power 27] (30 cooldown) steel torque of psychoportation 'Poremira' [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% mind Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +2% It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Chamerin' steel ring 'Chamerin'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 Armour penetration: +9 Physical power: +2 Defense: +13 Changes stats: +2 Str / +2 Cun / +1 Con Spell save: +13 Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Eareyagund EareyagundCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +5 Wil / +5 Cun / +6 Con Changes resistances: +1% physical / +10% mind / +3% nature Changes damage: +10% mind Confusion immunity: +10% Mindpower: +6 Defense after a teleport: +5 Rings can have magical properties. |
| On feet | pair of rough leather boots 'Samaladin' (0 def, 1 armour) pair of rough leather boots 'Samaladin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Damage when the wearer hits(melee): 6 mind Stealth bonus: +6 Life regen bonus (wilder-summons): +2.00 A pair of boots made of leather. |
| Main armor | spiked steel plate armour of resilience (4 def, 9 armour) spiked steel plate armour of resilience (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 10 physical Maximum life: +20.00 A suit of armour made of metal plates. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | ethereal brass lantern ethereal brass lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Spellpower: +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. |
| Cloak | Gunegas (2 def, 0 armour) Gunegas (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 Fatigue: -8% Changes resistances: +19% darkness Changes resistances penetration: +14% darkness / +10% physical Changes damage: +16% darkness / +9% physical Stealth bonus: +16 Maximum encumbrance: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | voratun greatsword 'Islawe' (64.5-103.2 power, 4 apr) (Misfortune) voratun greatsword 'Islawe' (64.5-103.2 power, 4 apr) (Misfortune)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 80% Damage when this weapon hits: +21 darkness Damage against: +30% Humanoid When wielded/worn: Accuracy: +26 Changes stats: +14 Dex / +4 Mag Maximum vim: +10.00 Light radius: +1 Resist all after a teleport: +4% Curse of Misfortune Massive two-handed swords. |
Inventory
insidious poison infusion of the psychic (28 nature damage, 24% healing reduction) insidious poison infusion of the psychic (28 nature damage, 24% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.86 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
regeneration infusion of the titan (heal 200 over 5 turns) regeneration infusion of the titan (heal 200 over 5 turns)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 heal yourself for 200 life over 5 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. |
wild infusion (resist 13%; cure magical) wild infusion (resist 13%; cure magical)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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 13% 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. |
acid wave rune (179 acid damage; power 27; dur 3) acid wave rune (179 acid damage; power 27; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 2, doing 179.00 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 27 for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (159 fire damage) heat beam rune (159 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 159.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (338 lightning damage) lightning rune of the duelist (338 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 112.53 to 337.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 8; power 36; dur 3) phase door rune of the warrior (range 8; power 36; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 362 for 5 turns) shielding rune of the duelist (absorb 362 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 362 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
icy steel battleaxe of rage (16.5-24.75 power, 2 apr) (Shrouds) icy steel battleaxe of rage (16.5-24.75 power, 2 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +14 ice When wielded/worn: Accuracy: +9 Changes stats: +3 Str Changes damage: +10% physical Stamina when hit: +2.00 Curse of Shrouds Massive two-handed battleaxes. |
insidious steel battleaxe of erosion (19.5-29.25 power, 2 apr) (Madness) insidious steel battleaxe of erosion (19.5-29.25 power, 2 apr) (Madness)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +9 nature / +12 insidious poison / +10 temporal Curse of Madness Massive two-handed battleaxes. |
iron battleaxe (9-13.5 power, 1 apr) (Nightmares) iron battleaxe (9-13.5 power, 1 apr) (Nightmares)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.0 - 13.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) (Shrouds) Spellblaze Shard (20-26 power, 10 apr) (Shrouds)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 draining blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
arcing steel dagger of vileness (10.5-13.65 power, 6 apr) (Nightmares) arcing steel dagger of vileness (10.5-13.65 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 lightning / +4 blight Burst (radius 2) on crit: +4 infective blight Curse of Nightmares Sharp, short and deadly. |
slime-covered iron dagger (4.5-5.85 power, 5 apr) (Misfortune) slime-covered iron dagger (4.5-5.85 power, 5 apr) (Misfortune)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 nature slow Curse of Misfortune Sharp, short and deadly. |
iron greatmaul (13.5-20.25 power, 1 apr) (Corpses) iron greatmaul (13.5-20.25 power, 1 apr) (Corpses)Requires: - Strength 11 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Curse of Corpses Massive two-handed maul. |
steel greatsword of daylight (21-33.6 power, 2 apr) (Nightmares) steel greatsword of daylight (21-33.6 power, 2 apr) (Nightmares)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 light Damage against: +6% Undead Curse of Nightmares Massive two-handed swords. |
ash longbow of acid (Corpses) ash longbow of acid (Corpses)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +6 acid When wielded/worn: Changes damage: +8% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
manaburning iron longsword of erosion (7-9.8 power, 2 apr) (Madness) manaburning iron longsword of erosion (7-9.8 power, 2 apr) (Madness)Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 nature / +6 temporal / +11 manaburn arcane Curse of Madness Sharp, long, and deadly. |
steel longsword of erosion (12.5-17.5 power, 3 apr) (Misfortune) steel longsword of erosion (12.5-17.5 power, 3 apr) (Misfortune)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +6 nature / +6 temporal Curse of Misfortune Sharp, long, and deadly. |
steel longsword of purging (11.5-16.1 power, 3 apr) (Shrouds) steel longsword of purging (11.5-16.1 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +6 nature Curse of Shrouds Sharp, long, and deadly. |
cured leather sling 'Chargeglamour' (Corpses) cured leather sling 'Chargeglamour' (Corpses)Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +8 nature When wielded/worn: Accuracy: +5 Changes stats: +2 Dex Damage when the wearer is hit: 8 lightning Changes resistances: +2% all Changes resistances penetration: +5% nature Changes damage: +6% lightning Talent cooldown: Steady Shot (-1 turn) Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +10 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
insidious steel waraxe of purging (11-15.4 power, 3 apr) (Nightmares) insidious steel waraxe of purging (11-15.4 power, 3 apr) (Nightmares)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +8 nature / +10 insidious poison Curse of Nightmares One-handed war axes. |
manaburning steel waraxe (11-15.4 power, 3 apr) (Nightmares) manaburning steel waraxe (11-15.4 power, 3 apr) (Nightmares)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +15 manaburn arcane Curse of Nightmares One-handed war axes. |
manaburning steel waraxe of massacre (18.5-25.9 power, 3 apr) (Nightmares) manaburning steel waraxe of massacre (18.5-25.9 power, 3 apr) (Nightmares)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +10 manaburn arcane Curse of Nightmares One-handed war axes. |
steel waraxe (12-16.8 power, 3 apr) (Corpses) steel waraxe (12-16.8 power, 3 apr) (Corpses)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Corpses One-handed war axes. |
steel waraxe (10-14 power, 3 apr) (Corpses) steel waraxe (10-14 power, 3 apr) (Corpses)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Corpses One-handed war axes. |
steel waraxe of massacre (16.5-23.1 power, 3 apr) (Madness) steel waraxe of massacre (16.5-23.1 power, 3 apr) (Madness)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 Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Madness One-handed war axes. |
resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Mag / +1 Wil Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerygen (0 def, 1 armour) =5 will= Zerygen (0 def, 1 armour) =5 will=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag / +5 Wil Changes resistances: +6% mind Mindpower: +2 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
restful iron gauntlets of magic (+2) (0 def, 1 armour) restful iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% blight / +10% darkness / +10% fire Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Hornet Stingers (20/20, 20-28 power, 10 apr) Hornet Stingers (20/20, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage when this weapon hits(ranged): +15 crippling poison A vile poison drips from the tips of these arrows. |
arcing quiver of ash arrows of crippling (9/9, 17-23.8 power, 7 apr) arcing quiver of ash arrows of crippling (9/9, 17-23.8 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 9 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +7 lightning Arrows are used with bows to pierce your foes to death. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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 old Sher'tul places of power, any items dropped inside is 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. |
quick-loading pouch of steel shots of erosion (17/17, 19.5-23.4 power, 2 apr) quick-loading pouch of steel shots of erosion (17/17, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Damage when this weapon hits(ranged): +5 nature / +8 temporal When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
telekinetic steel torque of psychoportation [power 27] (30 cooldown) telekinetic steel torque of psychoportation [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash wand of detection 'Ululathamnir' [power 7] (15 cooldown) ash wand of detection 'Ululathamnir' [power 7] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Ranged Defense: +2 Changes resistances: +6% cold Cut immunity: +10% Maximum vim: +7.00 Spell crit. chance: +2% It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of conjuration [power 271] (6 cooldown) striking yew wand of conjuration [power 271] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Strike It can be used to fire a bolt of a random element (dam 136-271), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
zircon 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
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Madness SCursed the Shalore Cursed level 9
2nd Summertide 122nd year of Ascendancy at 01:23 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Madness SCursed the Shalore Cursed level 10
4th Flare 122nd year of Ascendancy at 19:59 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Madness SCursed the Shalore Cursed level 12
14th Dusk 122nd year of Ascendancy at 21:26 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Madness SCursed the Shalore Cursed level 10
1st Dusk 122nd year of Ascendancy at 06:58 see stats
You know who's to blame (reprise) (Madness (Roguelike) difficulty)
Killed Myssil, causing her to drop the Rod of Recall.By Madness SCursed the Shalore Cursed level 6
9th Mirth 122nd year of Ascendancy at 04:12 see stats
Log
Madness SCursed hits Copperhead snake for 164 physical damage.
Madness SCursed killed Copperhead snake!
Madness SCursed receives 10 healing from Unnatural Body.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Madness SCursed receives 5 healing from Unnatural Body.
There is a way to the next level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).
You carry too much--you are encumbered!
Drop some of your items.
Madness SCursed wears: rough leather gloves (0 def, 1 armour).
You gain 1.73 gold from the transmogrification of prismatic steel plate armour of acid resistance (4 def, 9 armour).
You gain 3.75 gold from the transmogrification of Borurak the cured leather armour (2 def, 4 armour).
You gain 1.46 gold from the transmogrification of cleansing steel mail armour (2 def, 6 armour).
You gain 2.55 gold from the transmogrification of iron waraxe 'Silodabeth' (6.5-9.1 power, 2 apr) (Shrouds).
You gain 1.28 gold from the transmogrification of flaming steel waraxe (9.5-13.3 power, 3 apr) (Madness).
