Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 24 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Blood Master at level 24 on the 1st Time of Equilibrium 122nd year of Ascendancy at 08:15 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 17 (base 10) |
| Constitution | 25 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 74 (base 54) |
| Cunning | 45 (base 36) |
Resources
| Life | -3/631 |
| Hate | 87/100 |
| Equilibrium | 18 |
| Healing Factor | 1.5039411116776 |
| Regeneration | 2.8574881121875 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +401.24499498924% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 10 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 44 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 44 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53.162259608244 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +17% |
| All | 0% |
| Physical | +20% |
| Cold | +9% |
| Nature | +8% |
Offense: Damage Penetration
| Cold | +6% |
Defense: Base
| Armour (hardiness) | 27.73 (48.103448275862%) |
| Defense | 30.301025343987 |
| Ranged Defense | 32.301025343987 |
| Fatigue | 12 |
| Physical Save | 32.5125 |
| Spell Save | 27.9375 |
| Mental Save | 43.475 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 18%( 74%) |
| Cold | + 61%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 27%( 70%) |
| Mind | + 58%( 70%) |
| Darkness | + 35%( 82%) |
| Fire | + 23%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 78% |
| Confusion Resistance | 49% |
| Fear Resistance | 50% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Willpower 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 334 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Stalking Blood Master. Bonus level 3: +17 attack, +17% melee damage, +1.50 hate/turn prey was hit. Stalking 6/855 +3 |
| beneficial effect | You gain 13% resistance against fire. Resolve |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 16/16 damage shrugged off this turn) Rampaging |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 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 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% 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 20% 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | 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 talent Unflinching Resolve (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 15. | 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. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Gunagas (2 def, 8 armour) (Nightmares) Gunagas (2 def, 8 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +3% Changes resistances: +5% fire / +7% cold / +8% lightning / +13% acid Mental save: +6 Disease immunity: +15% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of the zealot survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +7 Spell save: +7 Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Scaldbloom the cashmere wizard hat (2 def, 0 armour) (Madness) Scaldbloom the cashmere wizard hat (2 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag Damage when the wearer hits(melee): 2 fire Changes resistances: +13% mind Changes damage: +13% mind Infravision radius: +3 Curse of Madness A pointy cloth hat, very wizardly... |
| On hands | psychic's rough leather gloves of regeneration (0 def, 1 armour) (Nightmares) psychic's rough leather gloves of regeneration (0 def, 1 armour) (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 7 mind Changes resistances: +5% mind Changes damage: +4% mind Life regen: +1.50 Stamina each turn: +0.30 Psi each turn: +0.11 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Ragestir' (dig speed 15 turns) dwarven-steel pickaxe 'Ragestir' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 Physical power: +2 Changes stats: +2 Str Maximum life: +28.00 Maximum stamina: +34.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth (Misfortune) Ring of Growth (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Vargh Redemption (Misfortune) Vargh Redemption (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] 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 Curse of Misfortune 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. |
| Around neck | grounding steel amulet of vision grounding steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Blindness immunity: +14% Stun/Freeze immunity: +28% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
| In main hand | radiant thorny mindstar of frost (8.5-9.35 power, 44 apr, mind damage) (Nightmares) radiant thorny mindstar of frost (8.5-9.35 power, 44 apr, mind damage) (Nightmares)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: 73% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Armour: +5 Damage when the wearer is hit: 4 ice Changes resistances: +6% cold Changes resistances penetration: +6% cold Changes damage: +9% cold Mindpower: +9 Mental crit. chance: +5% Light radius: +1 Curse of Nightmares 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. |
| 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 off hand | Hurulin the thorny mindstar (10-11 power, 44 apr, mind damage) (Shrouds) Hurulin the thorny mindstar (10-11 power, 44 apr, mind damage) (Shrouds)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 10.0 - 11.0 Uses stats: 73% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +20 mind When wielded/worn: Changes resistances: +15% mind Mental save: +3 Maximum psi: +16.00 Mindpower: +6 Mental crit. chance: +3% 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. |
| Cloak | Ce'Neth (2 def, 0 armour) (Madness) Ce'Neth (2 def, 0 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Dex / +2 Wil / +2 Cun Infravision radius: +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel mail armour of implacability (2 def, 11 armour) (Shrouds) radiant steel mail armour of implacability (2 def, 11 armour) (Shrouds)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +9% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +11% darkness / +12% blight Physical save: +6 Light radius: +1 Curse of Shrouds A suit of armour made of mail. |
Inventory
wild infusion of the warrior (resist 13%; cure mental, physical) wild infusion of the warrior (resist 13%; cure mental, 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 13% for 5 turns. Its effects scale with your Strength 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 wizard (resist 15%; cure magical, physical) wild infusion of the wizard (resist 15%; cure magical, 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Magic 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. |
cleansing copper amulet of mastery (0.11 Cursed / Strife) cleansing copper amulet of mastery (0.11 Cursed / Strife)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +12% blight Talent mastery: +0.11 Cursed / Strife Poison immunity: +22% Disease immunity: +20% Amulets can have magical properties. |
grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Haluneg (Shrouds) Haluneg (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +1 Mag / +2 Wil / +2 Cun Spellpower on spell critical (stacks up to 3 times): +2 Curse of Shrouds Rings can have magical properties. |
steel ring of blinding strikes (Shrouds) steel ring of blinding strikes (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 physical / 4 blinding / 3 lightning Damage when the wearer is hit: 5 physical / 4 blinding / 5 lightning Curse of Shrouds Rings can have magical properties. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) (Madness) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Madness)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% Curse of Madness It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 44 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. |
horrifying thorny mindstar of clarity (8.5-9.35 power, 24 apr, nature damage) (Nightmares) horrifying thorny mindstar of clarity (8.5-9.35 power, 24 apr, nature damage) (Nightmares)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: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 mind / 4 darkness Changes damage: +7% mind / +4% darkness Mental save: +4 Maximum psi: +10.00 Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares 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. |
wrathful thorny mindstar of flames (8-8.8 power, 24 apr, nature damage) (Nightmares) wrathful thorny mindstar of flames (8-8.8 power, 24 apr, nature damage) (Nightmares)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 10 fire Changes resistances: +7% fire Changes resistances penetration: +8% fire Changes damage: +7% fire Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +3 Mental crit. chance: +8% Global speed: +2% Curse of Nightmares 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. |
grounding rough leather belt (Nightmares) grounding rough leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Curse of Nightmares A belt that goes around your waist. |
Adytha (0 def, 3 armour) (Nightmares) Adytha (0 def, 3 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% arcane Allows you to breathe in: water Physical save: +8 Spell save: +8 Mental save: +8 See invisible: +6 Curse of Nightmares A pair of boots made of leather. |
mindcaging rough leather cap of might (0 def, 1 armour) (Nightmares) mindcaging rough leather cap of might (0 def, 1 armour) (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +12% mind Mental save: +12 Curse of Nightmares A cap made of leather. |
60 alchemist agate 60 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
6 topaz 6 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. |
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. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
brass lantern 'Thunderobsidian' brass lantern 'Thunderobsidian'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning Mental save: +6 Hate per kill: +1.00 Mindpower: +6 Light radius: +2 See stealth: +5 See invisible: +5 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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
12 amethyst 12 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Crusher the Cornac Cursed level 18
45th Dusk 122nd year of Ascendancy at 01:31 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Crusher the Cornac Cursed level 17
37th Dusk 122nd year of Ascendancy at 11:06 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Crusher the Cornac Cursed level 22
71st Dusk 122nd year of Ascendancy at 07:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Crusher the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 02:06 see stats
Level 20 (Roguelike)
Got a character to level 20.By Crusher the Cornac Cursed level 20
53rd Dusk 122nd year of Ascendancy at 04:26 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Crusher the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 22:32 see stats
Log
Crusher is invigorated by the attack!
Crusher's mind surges with critical power!
Crusher is invigorated by the attack!
You fight through the pain! (+2 hate)
Crusher is invigorated by the attack!
Blood Master hits Crusher for 100 physical, 3 cold, 22 physical, 18 lightning, 95 physical, 8 fire (246 total damage).
Crusher hits Blood Master for 4 light, 4 cold, 4 light, 4 cold (18 total damage).
Crusher performs a melee critical strike against Blood Master!
You revel in attacking a weakened foe! (+2 hate)
Crusher hits Blood Master for 120 mind, 3 light, 8 mind, 2 fire, 87 mind, 23 mind, 8 mind, 2 fire (253 total damage).
Crusher stops regenerating health quickly.
Crusher speeds up.
Blood Master activates Augmentation.
You fight through the pain! (+3 hate)
Crusher is invigorated by the attack!
Crusher is invigorated by the attack!
You fight through the pain! (+3 hate)
Crusher begins rampaging!
Crusher is invigorated by the attack!
Blood Master hits Crusher for 106 physical, 4 cold, 22 physical, 18 lightning, 105 physical, 0 fire (255 total damage).
Crusher hits Blood Master for 4 light, 4 cold, 4 light, 4 cold (18 total damage).
Blood Master is no longer weakened.
Blood Master overcomes the gloom.
Crusher hits Blood Master for 81 mind, 3 light, 8 mind, 2 fire, 90 mind, 23 mind, 8 mind, 2 fire (217 total damage).
Crusher has shrugged off 8 damage and is ready for more.
Blood Master uses Telekinetic Smash.
Your hatred grows even as your life fades! (+17 hate)
Saving game...
