Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 15 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Betuda the copperhead snake at level 15 on the 17th Dusk 122nd year of Ascendancy at 08:07 / 1 |
Primary Stats
| Strength | 37 (base 16) |
| Dexterity | 42 (base 30) |
| Constitution | 17 (base 10) |
| Magic | 23 (base 13) |
| Willpower | 27 (base 10) |
| Cunning | 45 (base 26) |
Resources
| Life | -118/307 |
| Mana | 222/269 |
| Stamina | 47/124 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | +3.01653630957% |
| Attack | 0% |
| Movement | -50% |
| Spell | +3.01653630957% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 44 |
| Crit Chance | 30% |
| APR | 45 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 44 |
| Crit Chance | 28% |
| APR | 43 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 27.417546976485 |
| Crit Chance | 12% |
| Speed | 0.97071794085073 |
Offense: Mind
| Mindpower | 28.45 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Temporal | +12% |
| Physical | +10% |
| Fire | +3% |
| Acid | +3% |
Offense: Damage Penetration
| Lightning | +7% |
| Acid | +15% |
| Darkness | +18% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 23.94 (86.422018348624%) |
| Defense | 17.2 |
| Ranged Defense | 17.2 |
| Fatigue | 24 |
| Physical Save | 25.45 |
| Spell Save | 30.75 |
| Mental Save | 31.6 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 19%( 70%) |
| Fire | + 25%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 38%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 37% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 249 life. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 6 turns. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target has been splashed with acid, taking 5.50 acid damage per turn, reducing armour by 6 and attack by 6. Acid Splash |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's armour penetration is increased by 18. Deadly Strikes |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Phoenixbraze the pair of rough leather boots (0 def, 1 armour) Phoenixbraze the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +3 Mag Changes damage: +3% fire Disarm immunity: +15% Defense after a teleport: +5 It can be used to blink to a nearby random location, placing all other charms into a 20 cooldown. A pair of boots made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | archer's hardened leather gloves of the starseeker (0 def, 2 armour) archer's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Armour: +2 Changes stats: +4 Dex / +4 Mag / +5 Cun Changes resistances: +7% darkness / +7% light Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Gliriara' (dig speed 38 turns) iron pickaxe 'Gliriara' (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 Changes resistances: +3% blight / +6% light Spell save: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Chargeshine ChargeshineInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 acid Changes resistances: +9% lightning Changes damage: +3% acid Mental save: +6 Rings can have magical properties. |
| On fingers | Belinarigorn the Lightrace Belinarigorn the LightraceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer is hit: 8 light Changes resistances: +6% light Changes damage: +3% temporal Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +23.00 Light radius: +3 Rings can have magical properties. |
| Around neck | steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
| In main hand | thunderous dwarven-steel dagger (19.5-25.35 power, 7 apr) thunderous dwarven-steel dagger (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage conversion: 25% lightning When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +7% lightning Sharp, short and deadly. |
| Around waist | drakeskin leather belt 'Mayymira' drakeskin leather belt 'Mayymira'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +6 Cun / +5 Dex Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 4 acid Changes resistances: +27% cold / +25% fire Changes resistances penetration: +10% temporal / +15% acid Changes damage: +9% temporal Mental crit. chance: +13% A belt that goes around your waist. |
| In off hand | flaming iron dagger of amnesia (5-6.5 power, 5 apr) flaming iron dagger of amnesia (5-6.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Burst (radius 1) on hit: +6 fire When wielded/worn: Damage when the wearer is hit: 4 mind Sharp, short and deadly. |
| Cloak | Emelirikira the elven-silk cloak (3 def, 0 armour) Emelirikira the elven-silk cloak (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +13 Defense: +3 Changes stats: +5 Cun / +6 Wil Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 12 arcane Changes resistances: +22% darkness Changes resistances penetration: +18% darkness Changes damage: +21% darkness Critical mult.: +35.00% Stealth bonus: +31 Mana each turn: +0.04 Spellpower: +2 Mental crit. chance: +7% Resist all after a teleport: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron plate armour of delving (3 def, 7 armour) spiked iron plate armour of delving (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +5 Str Damage when the wearer is hit: 11 physical Changes resistances: +11% darkness / +5% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 274 over 5 turns) regeneration infusion of the duelist (heal 274 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity 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 of the psychic (resist 16%; cure physical) wild infusion of the psychic (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 16% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 53) teleportation rune (range 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 62)teleportation rune of the duelist (range 62) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 91) teleportation rune of the warrior (range 91)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. 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. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
balanced iron dagger of erosion (5-6.5 power, 5 apr) balanced iron dagger of erosion (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str 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 / +5 temporal When wielded/worn: Accuracy: +6 Defense: +5 Sharp, short and deadly. |
glacial steel dagger (10-13 power, 6 apr) glacial steel dagger (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 24% ice When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold Sharp, short and deadly. |
insidious steel dagger of crippling (9-11.7 power, 6 apr) insidious steel dagger of crippling (9-11.7 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str 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 crits: cripple the target Damage when this weapon hits: +13 insidious poison When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. huntsman's steel greatsword (24.5-39.2 power, 2 apr)huntsman's steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 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: +6 nature Damage against: +9% Animal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Starfury (15.5-21.7 power, 3 apr)Starfury (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 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 crits: cripple the target Damage when this weapon hits: +12 mind When wielded/worn: Physical crit. chance: +6.0% Damage when the wearer is hit: 4 light Changes damage: +12% mind Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel mace (13-18.2 power, 3 apr)arcing steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +7 lightning Blunt and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 47 power out of 60/60) : Effective talent level: 1.0 Power cost: 47 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of fate (15-18 power, 3 apr, lightning damage)shimmering ash magestaff of fate (15-18 power, 3 apr, lightning damage) 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: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +7 Spell save: +7 Mental save: +5 Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Balilar the woollen robe (0 def, 0 armour) Balilar the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes damage: +6% temporal Mental save: +37 Mana each turn: +0.12 Psi each turn: +0.18 Vim when firing critical spell: +1.00 Mindpower: +5 Mental crit. chance: +4% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hellssquall the woollen robe (0 def, 0 armour) Hellssquall the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer is hit: 20 fire Changes resistances: +21% nature / +9% cold Changes damage: +14% nature Pinning immunity: +10% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Runudir' (2 def, 0 armour)woollen robe 'Runudir' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +2 Changes resistances: +5% arcane Mental save: +17 Stun/Freeze immunity: +5% Teleport immunity: +15% Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnnail (2 def, 0 armour) Burnnail (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +7 Wil Damage when the wearer hits(melee): 4 arcane / 4 fire Damage when the wearer is hit: 4 arcane Changes resistances penetration: +15% fire Changes damage: +9% arcane Physical save: +11 A pointy cloth hat, very wizardly... |
insulating cashmere wizard hat of frost (+10%) (2 def, 0 armour) insulating cashmere wizard hat of frost (+10%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +28% cold / +10% fire Changes damage: +13% cold A pointy cloth hat, very wizardly... |
iron helm 'Emibretha' (0 def, 3 armour) iron helm 'Emibretha' (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Damage when the wearer is hit: 8 arcane Changes resistances penetration: +10% arcane Changes damage: +6% arcane Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Glareworm' (0 def, 3 armour) rough leather cap 'Glareworm' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when the wearer hits(melee): 4 light Changes resistances: +3% light Changes damage: +6% light Infravision radius: +2 A cap made of leather. |
spellwoven linen wizard hat of blight (+10%) (1 def, 0 armour) spellwoven linen wizard hat of blight (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% blight Changes damage: +10% blight Mana each turn: +0.13 Spellpower: +3 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Toruhor the Demonream (5 def, 4 armour)Toruhor the Demonream (5 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +4 Fatigue: +7% Changes stats: +2 Dex Damage when the wearer is hit: 12 nature Changes resistances penetration: +5% darkness Changes damage: +9% darkness Movement speed: +10% A suit of armour made of leather. |
rejuvenating rough leather armour of lightning resistance (1 def, 2 armour) rejuvenating rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +18% lightning Life regen: +2.10 Stamina each turn: +0.80 A suit of armour made of leather. |
searing hardened leather armour (3 def, 6 armour) searing hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer hits(melee): 15 acid / 14 fire Damage when the wearer is hit: 11 acid / 12 fire Changes resistances: +21% acid / +19% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming quiver of ash arrows of psychokinesis (12/12, 16.5-23.1 power, 7 apr)flaming quiver of ash arrows of psychokinesis (12/12, 16.5-23.1 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +8 physical Burst (radius 1) on hit: +6 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Stokebreaker' (12/12, 17-23.8 power, 5 apr) quiver of elm arrows 'Stokebreaker' (12/12, 17-23.8 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 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: +5 Physical crit. chance: +1.0% Capacity: 12 Damage when this weapon hits(ranged): +8 fire Burst (radius 2) on crit: +8 fire Damage conversion: 20% light Arrows are used with bows to pierce your foes to death. |
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. |
This item will automatically be transmogrified when you leave the level. Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Squalorspitter SqualorspitterInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane Mental save: +5 Light radius: +2 See stealth: +7 See invisible: +7 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. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 158 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. |
pouch of steel shots 'Brightgrind' (16/16, 16-19.2 power, 2 apr) pouch of steel shots 'Brightgrind' (16/16, 16-19.2 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 16.0 - 19.2 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: 16 Turns elapse between self-loadings: 4 Damage when this weapon hits(ranged): +14 mind / +4 blight / +8 fire Burst (radius 1) on hit: +8 fire / +4 blight Damage conversion: 26% mind Shots are used with slings to pummel your foes to death. |
Cinderward the iron torque of mindblast [power 93] (5 cooldown) Cinderward the iron torque of mindblast [power 93] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 arcane / 6 fire It can be used to fire a blast of psionic energies in a beam (dam 46-93), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (16 cooldown) steel torque of clear mind [power 2] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
forceful elm totem of cure poisons [power 1] (16 cooldown) forceful elm totem of cure poisons [power 1] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 16 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration [power 163] (5 cooldown) ash wand of conjuration [power 163] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 82-163), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of trap destruction [power 36] (12 cooldown) bright ash wand of trap destruction [power 36] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm any known traps in a line (disarm power 36), placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of illumination [power 5] (4 cooldown) quick ash wand of illumination [power 5] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 5), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Madness SB the Cornac Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 23:18 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Madness SB the Cornac Shadowblade level 10
1st Mirth 122nd year of Ascendancy at 01:01 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Madness SB the Cornac Shadowblade level 13
2nd Dusk 122nd year of Ascendancy at 23:17 see stats
Log
Betuda the copperhead snake hits Madness SB for (101 absorbed), 0 physical, (4 absorbed), 0 acid (0 total damage).
Madness SB hits Betuda the copperhead snake for 2 lightning, (32 blocked), 0 physical, 1 acid, 1 blight, 1 temporal, 6 darkness, (16 blocked), 0 physical, 1 acid, 1 blight, 1 temporal, 6 darkness, 2 fire, (11 blocked), 0 physical, 3 arcane, 1 acid, 2 light, 1 mind (27 total damage).
Madness SB hits Bethudathra the brown bear for 1 fire damage.
Betuda the copperhead snake's adrenaline surge has come to an end.
Betuda the copperhead snake performs a melee critical strike against Madness SB!
Your shield crumbles under the damage!
The shield around Madness SB crumbles.
Madness SB is covered in acid!
Betuda the copperhead snake hits Madness SB for (85 absorbed), 57 physical, 4 acid (61 total damage).
Madness SB hits Betuda the copperhead snake for 3 physical, 3 arcane, 1 acid, 2 light, 1 mind (10 total damage).
Acid Splash from Betuda the copperhead snake hits Madness SB for 5 acid damage.
Madness SB feels pain again.
Acid Splash from Betuda the copperhead snake hits Madness SB for 5 acid damage.
Madness SB regains some of its will.
Acid Splash from Betuda the copperhead snake hits Madness SB for 6 acid damage.
Betuda the copperhead snake uses Shield Pummel.
Betuda the copperhead snake resists the mind attack!
Betuda the copperhead snake resists the mind attack!
Betuda the copperhead snake hits Madness SB for 15 physical, 21 physical (35 total damage).
Madness SB hits Betuda the copperhead snake for 4 physical, 4 arcane, 1 acid, 2 light, 1 mind, 4 physical, 4 arcane, 1 acid, 2 light, 1 mind (22 total damage).
Madness SB aims less carefully.
Acid Splash from Betuda the copperhead snake hits Madness SB for 6 acid damage.
Betuda the copperhead snake uses Block.
Acid Splash from Betuda the copperhead snake hits Madness SB for 6 acid damage.
Betuda the copperhead snake uses Assault.
Betuda the copperhead snake performs a melee critical strike against Madness SB!
Saving game...
