Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Deathwish at level 18 on the 25th Dusk 122nd year of Ascendancy at 04:13 / 1 |
Primary Stats
| Strength | 37 (base 23) |
| Dexterity | 10 (base 10) |
| Constitution | 33 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 59 (base 44) |
| Cunning | 31 (base 23) |
Resources
| Life | -96/572 |
| Hate | 100/100 |
| Equilibrium | 38 |
| Healing Factor | 1.5999999999999 |
| Regeneration | 64.783999999997 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +356.29930126034% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 16 |
| See Invisible | 31 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 44 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 44 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.905028039516 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +9% |
| Physical | +12% |
| Nature | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.73 (48.103448275862%) |
| Defense | 14.707254644298 |
| Ranged Defense | 14.707254644298 |
| Fatigue | 16 |
| Physical Save | 29.725 |
| Spell Save | 27.25 |
| Mental Save | 34.225 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 46%( 70%) |
| Physical | + 38%( 74%) |
| Cold | + 48%( 70%) |
| All | + 33%( 70%) |
| Lightning | + 40%( 70%) |
| Darkness | + 56%( 84%) |
| Fire | + 35%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Pinning Resistance | 22% |
| Confusion Resistance | 20% |
| Fear Resistance | 15% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 14% for 6 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 193 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 263 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 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 |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/18 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 | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 45%) Suffocating |
| beneficial effect | A flow of life spins around the target, regenerating 38.64 life per turn. Regeneration |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+30% resist all). Shroud of Death |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.0)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: +28 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 30% 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 30% for 3 turns. |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)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 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+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 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Charm Mastery (+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 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 |
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 |
Equipment
| On feet | Veludalaith (0 def, 6 armour) (Shrouds) Veludalaith (0 def, 6 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: -3% Changes resistances: +6% lightning Maximum encumbrance: +24 Physical save: +10 Spell save: +6 Mental save: +6 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. |
| Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +2 See stealth: +6 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. |
| On head | leafwalker's iron helm (0 def, 3 armour) (Nightmares) leafwalker's iron helm (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature Spell save: +4 Maximum life: +41.00 Healing mod.: +13% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) (Nightmares) Gloves of the Firm Hand (0 def, 8 armour) (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Flashvault the iron pickaxe (dig speed 38 turns) Flashvault the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Damage when the wearer hits(melee): 4 lightning Changes resistances: +10% nature Changes damage: +6% nature / +3% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of perseverance (Corpses) warrior's steel ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +24% Life regen: +1.60 Curse of Corpses Rings can have magical properties. |
| On fingers | steel ring 'Geriatta' (Nightmares) steel ring 'Geriatta' (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 Changes stats: +5 Str / +7 Wil / +8 Cun / +5 Con Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum life: +24.00 Mindpower: +8 Curse of Nightmares Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | wyrm's thorny mindstar (8-8.8 power, 44 apr, mind damage) (Shrouds) wyrm's thorny mindstar (8-8.8 power, 44 apr, mind damage) (Shrouds)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.0 - 8.8 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% When wielded/worn: Damage when the wearer is hit: 3 physical / 2 fire / 2 cold / 2 lightning / 5 acid Changes resistances: +2% physical / +3% fire / +3% cold / +5% lightning / +5% acid Mindpower: +6 Mental crit. chance: +3% Curse of Shrouds It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 18 cooldown. 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 (Corpses) Girdle of the Calm Waters (Corpses)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 Corpses A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Elenunaribers (8-8.8 power, 44 apr, mind damage) (Shrouds) Elenunaribers (8-8.8 power, 44 apr, mind damage) (Shrouds)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 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% When wielded/worn: Changes resistances: +6% darkness Confusion immunity: +5% Stun/Freeze immunity: +15% Mindpower: +6 Mental crit. chance: +3% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +14 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 | resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Maximum life: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glakira the Moldmaster (2 def, 6 armour) (Corpses) Glakira the Moldmaster (2 def, 6 armour) (Corpses)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 10 physical Changes damage: +3% nature / +6% temporal Curse of Corpses A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (resist 20%; cure physical)wild infusion of the psychic (resist 20%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the wizard (radius 9; dur 15; see dragon)vision rune of the wizard (radius 9; dur 15; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 18) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Gufast the Tempestblow Gufast the TempestblowInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Changes damage: +12% lightning / +3% arcane Stun/Freeze immunity: +23% Amulets can have magical properties. |
starlit steel amulet of the fish starlit steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +10% darkness / +11% light Allows you to breathe in: water Blindness immunity: +26% Amulets can have magical properties. |
psionicist's copper ring (Madness) psionicist's copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Curse of Madness Rings can have magical properties. |
rogue's steel ring of blight (+10%) (Shrouds) rogue's steel ring of blight (+10%) (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +10% blight Changes damage: +10% blight Curse of Shrouds Rings can have magical properties. |
warrior's steel ring of frost (+22%) (Nightmares) warrior's steel ring of frost (+22%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% cold Changes damage: +11% cold Curse of Nightmares Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel greatmaul (25.5-38.25 power, 2 apr) (Corpses)balanced steel greatmaul (25.5-38.25 power, 2 apr) (Corpses) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 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% When wielded/worn: Accuracy: +9 Defense: +8 Curse of Corpses Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. steel greatsword of projection (23.5-37.6 power, 2 apr) (Misfortune)steel greatsword of projection (23.5-37.6 power, 2 apr) (Misfortune) 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: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +6 mind Curse of Misfortune 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. flaming steel longsword (15.5-21.7 power, 3 apr) (Shrouds)flaming steel longsword (15.5-21.7 power, 3 apr) (Shrouds) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel mace of projection (27.5-38.5 power, 4 apr) (Nightmares)arcing dwarven-steel mace of projection (27.5-38.5 power, 4 apr) (Nightmares) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning / +6 mind Curse of Nightmares It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel mace (14-19.6 power, 3 apr) (Misfortune)plaguebringer's steel mace (14-19.6 power, 3 apr) (Misfortune) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +5 blight When wielded/worn: Disease immunity: +15% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of erosion (11.5-16.1 power, 3 apr) (Madness)steel mace of erosion (11.5-16.1 power, 3 apr) (Madness) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +9 nature / +7 temporal Curse of Madness Blunt and deadly. |
Xetira the vined mindstar (9-9.9 power, 18 apr, nature damage) (Misfortune) Xetira the vined mindstar (9-9.9 power, 18 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 9.0 - 9.9 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage) (Shrouds)horrifying vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage) (Shrouds) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 4 darkness Changes damage: +3% mind / +3% darkness Physical save: +3 Spell save: +3 Mental save: +4 Equilibrium when hit: +0.70 Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Shrouds)horrifying vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Shrouds) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 mind / 3 darkness Changes damage: +4% mind / +3% darkness Life regen: +0.70 Maximum life: +11.00 Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of recursion (Corpses)mighty cured leather sling of recursion (Corpses) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Damage conversion: 29% temporal When wielded/worn: Physical power: +5 Changes stats: +2 Str Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, fire damage) (Corpses)ash vilestaff (15-18 power, 3 apr, fire damage) (Corpses) Requires: - Magic 16 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: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of the leech (22-30.8 power, 4 apr) (Corpses)dwarven-steel waraxe of the leech (22-30.8 power, 4 apr) (Corpses) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +7 nature slow When wielded/worn: Damage when the wearer is hit: 9 nature slow Curse of Corpses One-handed war axes. |
grounding rough leather belt of the giants (Corpses) grounding rough leather belt of the giants (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% lightning / +5% temporal Spell save: +5 Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of recklessness (Misfortune)spiritwalker's hardened leather belt of recklessness (Misfortune) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Changes stats: +3 Mag Critical mult.: +7.00% Mana each turn: +0.24 Maximum mana: +25.00 Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of protection (9 def, 0 armour) (Misfortune)enveloping cashmere cloak of protection (9 def, 0 armour) (Misfortune) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Physical save: +7 Spell save: +7 Mental save: +7 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. |
This item will automatically be transmogrified when you leave the level. Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Shrouds)Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Shrouds) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. Scorchnoon the pair of hardened leather boots (0 def, 3 armour) (Misfortune)Scorchnoon the pair of hardened leather boots (0 def, 3 armour) (Misfortune) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Damage when the wearer hits(melee): 2 arcane / 4 fire Changes resistances: +6% fire Maximum encumbrance: +27 Physical save: +7 Curse of Misfortune A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) (Corpses) grounding pair of iron boots (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
psychic's rough leather gloves of strength (+3) (0 def, 1 armour) (Misfortune) psychic's rough leather gloves of strength (+3) (0 def, 1 armour) (Misfortune)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 5 mind Changes resistances: +5% mind Changes damage: +4% mind Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) (Misfortune) radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 light Changes resistances: +5% light Changes damage: +3% light Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of constitution (+2) (0 def, 3 armour) (Corpses) iron helm of constitution (+2) (0 def, 3 armour) (Corpses)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: +2 Con Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Hellsgrinder' (3 def, 8 armour) (Corpses)dwarven-steel mail armour 'Hellsgrinder' (3 def, 8 armour) (Corpses) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 12 arcane Changes resistances: +7% mind Changes resistances penetration: +5% arcane Changes damage: +3% fire Mental save: +13 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of implacability (2 def, 10 armour) (Misfortune)enlightening steel mail armour of implacability (2 def, 10 armour) (Misfortune) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +9% Changes stats: +4 Cun / +4 Wil Physical save: +6 Mental save: +12 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening cured leather armour (2 def, 4 armour) (Misfortune)enlightening cured leather armour (2 def, 4 armour) (Misfortune) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +3 Cun / +4 Wil Mental save: +11 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel shield of fire resistance (+15%) (6 def, 2 armour, 39.5 block) (Nightmares)steel shield of fire resistance (+15%) (6 def, 2 armour, 39.5 block) (Nightmares) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +15% fire Talent granted: +2 Block Curse of Nightmares Handheld deflection devices |
4 aquamarine 4 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. |
lapis lazuli 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. |
6 opal 6 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. |
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. |
emerald 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
This item will automatically be transmogrified when you leave the level. Zerelagrim the alchemist's lampZerelagrim the alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 15 fire Changes resistances: +7% fire Changes damage: +6% blight Mana each turn: +0.12 Mana when firing critical spell: +3.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +2 See stealth: +6 See invisible: +6 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. |
garnet 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots of erosion (17/17, 33.5-40.2 power, 3 apr)plaguebringer's pouch of dwarven-steel shots of erosion (17/17, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits(ranged): +6 nature / +5 blight / +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (18/18, 18.5-22.2 power, 2 apr)pouch of steel shots (18/18, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Deathwish the Cornac Cursed level 18
24th Dusk 122nd year of Ascendancy at 20:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By Deathwish the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 10:49 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Deathwish the Cornac Cursed level 9
8th Mirth 122nd year of Ascendancy at 23:00 see stats
Log
Deathwish uses Dig.
Digging starts...
Dug for 1 turns (stop reason: taken damage).
You have been interrupted!
You feel your rampage slowing down. (-1 duration)
You fight through the pain! (+5 hate)
Deathwish has shrugged off 18 damage and is ready for more.
You fight through the pain! (+8 hate)
Deathwish uses Nature's Touch.
You feel your rampage slowing down. (-1 duration)
Deathwish receives 259 healing.
Deathwish has shrugged off 18 damage and is ready for more.
You fight through the pain! (+10 hate)
Deathwish uses Infusion: Regeneration.
Deathwish starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Your hatred grows even as your life fades! (+18 hate)
Deathwish is no longer rampaging.
Deathwish uses Dig.
Digging starts...
Dug for 1 turns (stop reason: taken damage).
You have been interrupted!
Your hatred grows even as your life fades! (+21 hate)
Deathwish begins rampaging!
An elite foe has fallen to your hate! (+8 hate)
Deathwish's remains glow with a strange light.
Saving game...
