Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 15 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Khelelas the Invoker at level 15 on the 11st Haze 122nd year of Ascendancy at 16:39 / 1 |
Primary Stats
| Strength | 42 (base 38) |
| Dexterity | 12 (base 10) |
| Constitution | 45 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 15) |
| Cunning | 14 (base 10) |
Resources
| Life | -7/518 |
| Hate | 74/100 |
| Healing Factor | 0.85027949148539 |
| Regeneration | 14.157153533232 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 32 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -18% |
| Mind | -16% |
| All | -22% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 16.3 |
| Ranged Defense | 18.3 |
| Fatigue | 4 |
| Physical Save | 30.1375 |
| Spell Save | 17.025 |
| Mental Save | 12.425 |
Defense: Resistances
| Darkness | + 34%( 78%) |
| Lightning | + 33%( 70%) |
| Mind | + 26%( 70%) |
| Temporal | + 33%( 70%) |
| Blight | + 36%( 70%) |
| All | + 28%( 70%) |
| Cold | + 46%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Confusion Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 82 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is poisoned, taking 83.61 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 16.40 life per turn. Regeneration |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 22%. Weakened |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Stalking Khelelas the Invoker. Bonus level 1: +4 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 255/462 +1 |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
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 |
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 anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (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 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 10 fire Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | stabilizing iron helm of constitution (+3) (0 def, 3 armour) (Misfortune) stabilizing iron helm of constitution (+3) (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul of crippling (42.5-63.75 power, 2 apr) (Shrouds) dwarven-steel greatmaul of crippling (42.5-63.75 power, 2 apr) (Shrouds)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +9.0% Curse of Shrouds Massive two-handed maul. |
| On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 Spell save: +6 Mindpower: +6 Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
| Main armor | Eel-skin armour (10 def, 1 armour) (Shrouds) Eel-skin armour (10 def, 1 armour) (Shrouds)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.38 to 79.13 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | linen cloak of the hunt (1 def, 0 armour) (Madness) linen cloak of the hunt (1 def, 0 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -5% Maximum life: +48.00 Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 36% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of strength (+2) cleansing copper amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% blight Disease immunity: +20% Amulets can have magical properties. |
Inventory
sun infusion of the titan (rad 6; power 75; turns 5; dispells darkness) sun infusion of the titan (rad 6; power 75; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 75) for 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. |
inertial steel amulet of mastery (0.10 Cursed / Gloom) inertial steel amulet of mastery (0.10 Cursed / Gloom)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.10 Cursed / Gloom Pinning immunity: +23% Stamina each turn: +0.50 Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +12% fire Amulets can have magical properties. |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
psionicist's steel ring of darkness (+20%) psionicist's steel ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +8 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
balanced dwarven-steel battleaxe of crippling (29.5-44.25 power, 2 apr) (Misfortune) balanced dwarven-steel battleaxe of crippling (29.5-44.25 power, 2 apr) (Misfortune)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +9 Physical crit. chance: +6.0% Defense: +9 Curse of Misfortune Massive two-handed battleaxes. |
steel battleaxe of vileness (20.5-30.75 power, 2 apr) (Nightmares) steel battleaxe of vileness (20.5-30.75 power, 2 apr) (Nightmares)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 blight Burst (radius 2) on crit: +9 corrupted blood Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger (9.5-12.35 power, 6 apr) (Nightmares)elemental steel dagger (9.5-12.35 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: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 8% fire / 10% cold / 9% lightning / 10% acid Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel dagger of massacre (14-18.2 power, 6 apr) (Madness)slime-covered steel dagger of massacre (14-18.2 power, 6 apr) (Madness) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 slime Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (11-14.3 power, 6 apr) (Madness)steel dagger (11-14.3 power, 6 apr) (Madness) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
steel dagger of shearing (10-13 power, 6 apr) (Shrouds) steel dagger of shearing (10-13 power, 6 apr) (Shrouds)Requires: - Dexterity 16 Crafted by a master 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 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Changes resistances penetration: +5% physical Changes damage: +5% physical Curse of Shrouds Sharp, short and deadly. |
Dayraider (24-38.4 power, 2 apr) (Corpses) Dayraider (24-38.4 power, 2 apr) (Corpses)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +5% Undead / +15% Spiderkin When wielded/worn: Accuracy: +2 Damage when the wearer hits(melee): 4 light Physical save: +3 Maximum life: +10.00 Curse of Corpses Massive two-handed swords. |
flaming steel greatsword (22.5-36 power, 2 apr) (Madness) flaming steel greatsword (22.5-36 power, 2 apr) (Madness)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: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +10 fire Curse of Madness Massive two-handed swords. |
steel greatsword of rage (22-35.2 power, 2 apr) (Nightmares) steel greatsword of rage (22-35.2 power, 2 apr) (Nightmares)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Changes stats: +3 Str Changes damage: +6% physical Stamina when hit: +0.84 Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword (22-35.2 power, 2 apr) (Corpses)thought-forged steel greatsword (22-35.2 power, 2 apr) (Corpses) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +11 mind Damage conversion: 35% mind When wielded/worn: Changes stats: +3 Wil Curse of Corpses Massive two-handed swords. |
thought-forged steel greatsword of projection (21-33.6 power, 2 apr) (Shrouds) thought-forged steel greatsword of projection (21-33.6 power, 2 apr) (Shrouds)Requires: - Strength 16 Infused by psionic 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 Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +14 mind Damage conversion: 32% mind When wielded/worn: Changes stats: +3 Wil Curse of Shrouds It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of fire (Madness)mighty ash longbow of fire (Madness) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +8 fire When wielded/worn: Physical power: +6 Changes stats: +3 Str Changes damage: +10% fire Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron mace of erosion (6.5-9.1 power, 2 apr) (Shrouds)iron mace of erosion (6.5-9.1 power, 2 apr) (Shrouds) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +6 nature / +6 temporal Curse of Shrouds Blunt and deadly. |
iron mace of massacre (13-18.2 power, 2 apr) (Shrouds) iron mace of massacre (13-18.2 power, 2 apr) (Shrouds)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace (12-16.8 power, 3 apr) (Nightmares)steel mace (12-16.8 power, 3 apr) (Nightmares) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
mossy mindstar of balance (3-3.3 power, 12 apr, nature damage) (Shrouds) mossy mindstar of balance (3-3.3 power, 12 apr, nature damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (16-22.4 power, 3 apr) (Madness) Skullcleaver (16-22.4 power, 3 apr) (Madness)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Madness 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. |
This item will automatically be transmogrified when you leave the level. huntsman's iron waraxe of massacre (13-18.2 power, 2 apr) (Corpses)huntsman's iron waraxe of massacre (13-18.2 power, 2 apr) (Corpses) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +7 nature Damage against: +6% Animal Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of banishment (12-16.8 power, 3 apr) (Corpses)steel waraxe of banishment (12-16.8 power, 3 apr) (Corpses) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage against: +5% Demon When wielded/worn: Changes stats: +2 Wil Curse of Corpses One-handed war axes. |
rough leather belt of the mind rough leather belt of the mindInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mindpower: +3 A belt that goes around your waist. |
thick linen cloak of clarity (1 def, 5 armour) (Misfortune) thick linen cloak of clarity (1 def, 5 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +10% cold Mental save: +5 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. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of acid resistance (2 def, 4 armour) (Nightmares)prismatic cured leather armour of acid resistance (2 def, 4 armour) (Nightmares) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +10% light / +11% darkness / +16% acid Curse of Nightmares A suit of armour made of leather. |
Earthsting (16 def, 19 armour) (Misfortune) Earthsting (16 def, 19 armour) (Misfortune)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +16 Fatigue: +26% Changes stats: +7 Cun / +3 Wil Damage when the wearer is hit: 4 nature / 8 blight Changes resistances: +6% nature / +15% acid Changes damage: +3% nature / +6% blight Mental save: +33 Curse of Misfortune A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) (Shrouds) Coral Spray (8 def, 8 armour, 48 block) (Shrouds)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield (6 def, 7 armour, 66 block) (Corpses)reinforced steel shield (6 def, 7 armour, 66 block) (Corpses) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
3 opal 3 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. |
5 topaz 5 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. |
4 spinel 4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (15/15, 18-21.6 power, 2 apr)pouch of steel shots (15/15, 18-21.6 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 Shots are used with slings to pummel your foes to death. |
supercharged ash totem of thorny skin [power 39] (36/29 cooldown) supercharged ash totem of thorny skin [power 39] (36/29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 39 and armour hardiness by 40%, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Archon Langhush the Cornac Cursed level 14
31st Dusk 122nd year of Ascendancy at 14:59 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Archon Langhush the Cornac Cursed level 10
4th Flare 122nd year of Ascendancy at 18:08 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Archon Langhush the Cornac Cursed level 15
61st Dusk 122nd year of Ascendancy at 18:57 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Archon Langhush the Cornac Cursed level 8
77th Pyre 122nd year of Ascendancy at 10:13 see stats
Log
Archon Langhush has shrugged off 34 damage and is ready for more.
Khelelas the Invoker hits Archon Langhush for 39 nature damage.
You are unable to move!
Talent Infusion: Wild is ready to use.
Your hatred grows even as your life fades! (+4 hate)
Archon Langhush has shrugged off 34 damage and is ready for more.
Archon Langhush slows down.
Archon Langhush has finished recovering.
Archon Langhush speeds up.
Khelelas the Invoker hits Archon Langhush for 39 nature damage.
Archon Langhush uses Infusion: Wild.
Archon Langhush lessens the pain.
You are unable to move!
Khelelas the Invoker says: 'Die intruder!'
Archon Langhush is no longer rampaging.
Khelelas the Invoker hits Archon Langhush for 24 nature damage.
You are unable to move!
Talent Frenzy is ready to use.
Your hatred grows even as your life fades! (+4 hate)
Khelelas the Invoker hits Archon Langhush for 57 nature damage.
You are unable to move!
Archon Langhush wears: titan's copper ring.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
