Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 17 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 67th Dusk 122nd year of Ascendancy at 23:27 / 2Killed by Urkis, the High Tempest at level 17 on the 67th Dusk 122nd year of Ascendancy at 23:41 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 27) |
| Dexterity | 10 (base 10) |
| Constitution | 34 (base 22) |
| Magic | 12 (base 10) |
| Willpower | 50 (base 44) |
| Cunning | 13 (base 10) |
Resources
| Life | -1/475 |
| Hate | 100/100 |
| Equilibrium | 18 |
| Healing Factor | 1.3 |
| Regeneration | 50.869 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 46 |
| Crit Chance | 4% |
| APR | 39 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 46 |
| Crit Chance | 4% |
| APR | 39 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.633493554273 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +4% |
| Physical | +12% |
| Cold | +6% |
| All | 0% |
| Darkness | +2% |
| Mind | +4% |
| Fire | +5% |
| Lightning | +10% |
Offense: Damage Penetration
| Cold | +6% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 9 |
| Physical Save | 23.9375 |
| Spell Save | 20.4125 |
| Mental Save | 29.0875 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 43%( 70%) |
| All | 0%( 70%) |
| Darkness | + 24%( 83%) |
| Temporal | + 9%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Confusion Resistance | 37% |
| Fear Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (3/3)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Strength stat. |
| 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 143 life. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Psiblades |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 259 HP on the iceblock remaining. Frozen |
| beneficial effect | Stalking Urkis, the High Tempest. Bonus level 2: +10 attack, +11% melee damage, +1.00 hate/turn prey was hit. Stalking 460/1308 +2 |
| beneficial effect | A flow of life spins around the target, regenerating 34.28 life per turn. Regeneration |
| beneficial effect | You gain 9% resistance against lightning. Resolve |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/16 damage shrugged off this turn) Rampaging |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 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. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 16%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -3 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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 skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * '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.' Agrimley the hermit needs your help making an elixir of focus. 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | grounding pair of iron boots of invasion (0 def, 3 armour) (Shrouds) grounding pair of iron boots of invasion (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +3 Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +6% physical Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Flamewrought (0 def, 2 armour) (Shrouds) Flamewrought (0 def, 2 armour) (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Shrouds It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | insulating linen wizard hat of lightning (+5%) (1 def, 0 armour) (Misfortune) insulating linen wizard hat of lightning (+5%) (1 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% fire / +6% cold / +15% lightning Changes damage: +10% lightning Curse of Misfortune A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | steel ring of corrosion (+20%) steel ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
| On fingers | Flashbone FlashboneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +7 Armour: +2 Defense: +9 Damage when the wearer hits(melee): 2 lightning Changes resistances: +3% temporal Mental save: +6 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. |
| Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In main hand | radiant thorny mindstar of frost (8.5-9.35 power, 27 apr, nature damage) (Shrouds) radiant thorny mindstar of frost (8.5-9.35 power, 27 apr, nature damage) (Shrouds)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 55% Wil, 28% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Armour: +6 Damage when the wearer is hit: 8 ice Changes resistances: +4% cold Changes resistances penetration: +6% cold Changes damage: +6% cold Mindpower: +7 Mental crit. chance: +5% Light radius: +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. |
| Main armor | rejuvenating cured leather armour of lightning resistance (2 def, 4 armour) (Shrouds) rejuvenating cured leather armour of lightning resistance (2 def, 4 armour) (Shrouds)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +17% lightning Life regen: +4.10 Stamina each turn: +1.10 Curse of Shrouds A suit of armour made of leather. |
| In off hand | horrifying thorny mindstar of life (8-8.8 power, 27 apr, nature damage) (Corpses) horrifying thorny mindstar of life (8-8.8 power, 27 apr, nature damage) (Corpses)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 55% Wil, 28% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 mind / 3 darkness Changes damage: +4% mind / +2% darkness Life regen: +0.50 Maximum life: +12.00 Mindpower: +4 Mental crit. chance: +3% Curse of Corpses 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. |
| Cloak | regal linen cloak of Iron Throne (1 def, 0 armour) (Corpses) regal linen cloak of Iron Throne (1 def, 0 armour) (Corpses)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Wil / +1 Con Mental save: +5 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating steel amulet of mastery (0.10 Wild-gift / Mindstar mastery) insulating steel amulet of mastery (0.10 Wild-gift / Mindstar mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% cold / +12% fire Talent mastery: +0.10 Wild-gift / Mindstar mastery Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 329 over 5 turns) regeneration infusion of the psychic (heal 329 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 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. |
protective steel amulet protective steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +4 Changes resistances cap: +3% all Physical save: +7 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (24-36 power, 2 apr) (Nightmares)steel greatmaul (24-36 power, 2 apr) (Nightmares) Requires: - Strength 16 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Curse of Nightmares Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. steel greatsword (23-36.8 power, 2 apr) (Nightmares)steel greatsword (23-36.8 power, 2 apr) (Nightmares) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 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% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbow (Shrouds)ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot 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 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbow of power (Nightmares)ranger's ash longbow of power (Nightmares) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 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: +8 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +12% physical Changes damage: +9% physical Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbow (Nightmares)yew longbow (Nightmares) Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +8 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. earthen ash starstaff of might (15-18 power, 3 apr, darkness damage) (Nightmares)earthen ash starstaff of might (15-18 power, 3 apr, darkness damage) (Nightmares) 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: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +3 Spellpower: +6 Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short ash vilestaff of illumination (15-18 power, 3 apr, darkness damage) (Misfortune)short ash vilestaff of illumination (15-18 power, 3 apr, darkness damage) (Misfortune) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 7 blinding light Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short yew magestaff (20-24 power, 4 apr, fire damage) (Madness)short yew magestaff (20-24 power, 4 apr, fire damage) (Madness) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of transcendance (Shrouds) grounding rough leather belt of transcendance (Shrouds)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Physical save: +5 Mindpower: +3 Curse of Shrouds A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. woollen robe of the elements (0 def, 0 armour) (Madness)woollen robe of the elements (0 def, 0 armour) (Madness) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 6 fire / 6 cold / 6 lightning / 6 acid Damage when the wearer is hit: 6 fire / 7 cold / 7 lightning / 6 acid Changes resistances: +5% fire / +4% cold / +5% lightning / +5% acid Changes damage: +5% fire / +5% cold / +5% lightning / +6% acid Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cracklesquall the pair of hardened leather boots (4 def, 3 armour) (Corpses) Cracklesquall the pair of hardened leather boots (4 def, 3 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +2 Fatigue: +3% Damage when the wearer is hit: 4 lightning Changes resistances penetration: +10% blight Changes damage: +6% lightning Curse of Corpses A pair of boots made of leather. |
Bregyrokath (0 def, 4 armour) (Madness) Bregyrokath (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Wil Damage when the wearer hits(melee): 2 temporal Changes resistances: +7% physical / +23% mind Changes damage: +12% arcane / +3% temporal Physical save: +9 Mental save: +34 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)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 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
This item will automatically be transmogrified when you leave the level. Spiderpeal (2 def, 4 armour) (Madness)Spiderpeal (2 def, 4 armour) (Madness) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer hits(melee): 4 nature / 2 arcane Changes resistances: +6% mind Mental save: +14 Curse of Madness A suit of armour made of leather. |
enlightening cured leather armour of the deep (2 def, 6 armour) (Misfortune) enlightening cured leather armour of the deep (2 def, 6 armour) (Misfortune)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +7% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold / +6% acid Allows you to breathe in: water Mental save: +11 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of fire resistance (2 def, 4 armour) (Shrouds)rejuvenating cured leather armour of fire resistance (2 def, 4 armour) (Shrouds) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% fire Life regen: +2.50 Stamina each turn: +0.60 Curse of Shrouds A suit of armour made of leather. |
rejuvenating iron plate armour of acid resistance (3 def, 7 armour) (Nightmares) rejuvenating iron plate armour of acid resistance (3 def, 7 armour) (Nightmares)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +15% acid Life regen: +2.00 Stamina each turn: +0.50 Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (10/10, 20-28 power, 7 apr)quiver of ash arrows (10/10, 20-28 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 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: 10 Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
62 alchemist agate 62 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
4 opal 4 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. |
7 spinel 7 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Changes resistances: +6% fire Maximum life: +44.00 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. |
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. |
Bethuyabeth the steel torque of kinetic psionic shield [power 43] (21/20 cooldown) Bethuyabeth the steel torque of kinetic psionic shield [power 43] (21/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% mind Maximum life: +20.00 It can be used to setup a psionic shield, reducing all physical and acid damage by 43 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of charged psionic shield [power 63] (21/20 cooldown) hateful dwarven-steel torque of charged psionic shield [power 63] (21/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning and blight damage by 63 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 25] (21/20 cooldown) iron torque of thermal psionic shield [power 25] (21/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 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. |
6 ametrine 6 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. |
6 citrine 6 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. |
3 zircon 3 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
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Otillia the Cornac Cursed level 17
62nd Dusk 122nd year of Ascendancy at 20:50 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Otillia the Cornac Cursed level 12
13rd Dusk 122nd year of Ascendancy at 05:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Otillia the Cornac Cursed level 17
67th Dusk 122nd year of Ascendancy at 07:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Otillia the Cornac Cursed level 10
6th Flare 122nd year of Ascendancy at 10:18 see stats
Unstoppable (Roguelike)
Returned from the dead.By Otillia the Cornac Cursed level 17
67th Dusk 122nd year of Ascendancy at 23:27 see stats
Log
Otillia activates Psiblades.
Otillia is invigorated by the attack!
Urkis, the High Tempest casts Freeze.
Your hatred grows even as your life fades! (+8 hate)
Otillia is invigorated by the attack!
Otillia is encased in ice!
Urkis, the High Tempest hits Otillia for 24 lightning, 92 cold (116 total damage).
Urkis, the High Tempest hits Urkis, the High Tempest for 16 lightning damage.
Otillia uses Infusion: Regeneration.
Otillia starts regenerating health quickly.
Otillia is invigorated by the attack!
Urkis, the High Tempest casts Nova.
Your hatred grows even as your life fades! (+4 hate)
Otillia is invigorated by the attack!
Urkis, the High Tempest is weakened by the gloom.
Urkis, the High Tempest hits Otillia for (13 to ice), 19 lightning, (29 to ice), 44 lightning (63 total damage).
Urkis, the High Tempest hits Urkis, the High Tempest for 19 lightning damage.
Otillia uses Harass Prey.
Urkis, the High Tempest has been harassed.
You revel in attacking a weakened foe! (+2 hate)
Urkis, the High Tempest's Ice Shards is disrupted!
Urkis, the High Tempest's Rune: Manasurge is disrupted!
Otillia hits Iceblock for 20 nature, 3 light, 3 lightning, 26 nature, 3 lightning, 17 nature, 3 light, 3 lightning, 27 nature, 3 lightning (103 total damage).
Otillia is invigorated by the attack!
Urkis, the High Tempest casts Lightning.
Your hatred grows even as your life fades! (+8 hate)
Otillia begins rampaging!
Saving game...
