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 | 16 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Belata the giant brown ant at level 14 on the 8th Dusk 122nd year of Ascendancy at 17:27 / 2Killed by skeleton warrior at level 16 on the 24th Dusk 122nd year of Ascendancy at 21:00 |
Primary Stats
| Strength | 28 (base 24) |
| Dexterity | 15 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 59 (base 41) |
| Cunning | 30 (base 19) |
Resources
| Life | -23/462 |
| Hate | 85/100 |
| Equilibrium | 18 |
| Healing Factor | 0.99057409231676 |
| Regeneration | 0.74293056923757 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +304.73730570733% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 35 |
| Crit Chance | 11% |
| APR | 29 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 38 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.224519216487 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +6% |
| Nature | +5% |
| Blight | +4% |
| Physical | +12% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 27.73 (48.103448275862%) |
| Defense | 9.95 |
| Ranged Defense | 13.95 |
| Fatigue | 21 |
| Physical Save | 26.5375 |
| Spell Save | 22.8125 |
| Mental Save | 36.9625 |
Defense: Resistances
| Mind | + 14%( 70%) |
| Darkness | + 45%( 82%) |
| Light | + 30%( 70%) |
| Nature | + 36%( 70%) |
| Fire | + 24%( 70%) |
| Physical | + 24%( 74%) |
| Cold | + 54%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 15% |
| Knockback Resistance | 15% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Magic 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 155 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 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 |
| 0/5 |
| 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. |
| 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 | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Death |
| 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 |
| detrimental effect | The target is poisoned, taking 11.52 nature damage per turn. Poison |
| 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. |
| 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. |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | pair of iron boots 'Arcblow' (0 def, 3 armour) (Shrouds) pair of iron boots 'Arcblow' (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 2 mind Changes resistances: +6% cold / +5% fire Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +6% mind 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 | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +4 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 | bladed iron helm of ire (0 def, 3 armour) (Nightmares) bladed iron helm of ire (0 def, 3 armour) (Nightmares)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: +4 Str / +2 Con Damage when the wearer is hit: 6 physical Physical save: +6 Mental save: +6 Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.49 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour) (Nightmares) Sludgegrip (0 def, 0 armour) (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 Curse of Nightmares These gloves are coated with a thick, green liquid. |
| 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 | psionicist's copper ring of clarity (Nightmares) psionicist's copper ring of clarity (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +10 Confusion immunity: +24% Curse of Nightmares Rings can have magical properties. |
| 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 | starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% darkness / +12% light Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | Bloomsoul (8-8.8 power, 24 apr, nature damage) (Madness) Bloomsoul (8-8.8 power, 24 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: 46% Wil, 18% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +22 Mental crit. chance: +8% Healing mod.: +10% Curse of Madness It can be used to activate talent Bloom Heal (costing 60 power out of 14/60) : Effective talent level: 1.0 Power cost: 60 out of 14/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 36 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. |
| Around waist | Duryndil (Misfortune) Duryndil (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 acid Changes resistances penetration: +5% mind Changes damage: +3% acid Maximum life: +33.00 Curse of Misfortune A belt that goes around your waist. |
| In off hand | gifted vined mindstar of balance (6-6.6 power, 33 apr, nature damage) (Shrouds) gifted vined mindstar of balance (6-6.6 power, 33 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 64% Wil, 28% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +33 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +2 Equilibrium when hit: +0.60 Mindpower: +7 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. |
| Cloak | Hathorek the Hellsjeer (1 def, 6 armour) (Misfortune) Hathorek the Hellsjeer (1 def, 6 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 4 mind Changes resistances: +11% cold 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. |
| Main armor | Emelalemina (2 def, 13 armour) (Madness) Emelalemina (2 def, 13 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% Changes stats: +2 Mag Damage when the wearer is hit: 8 arcane Curse of Madness A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. invisibility rune of the warrior (power 11 for 8 turns)invisibility rune of the warrior (power 11 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. clarifying steel amulet of constitution (+3)clarifying steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind Confusion immunity: +23% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +1.10 Amulets can have magical properties. |
copper ring (Corpses) copper ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings can have magical properties. |
psionicist's steel ring of corrosion (+20%) (Corpses) psionicist's steel ring of corrosion (+20%) (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +6 Curse of Corpses Rings can have magical properties. |
rogue's copper ring (Misfortune) rogue's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Curse of Misfortune Rings can have magical properties. |
rogue's copper ring of corrosion (+22%) (Madness) rogue's copper ring of corrosion (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +22% acid Changes damage: +11% acid Curse of Madness Rings can have magical properties. |
steel ring of tenacity (Corpses) steel ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +26% Maximum life: +23.00 Curse of Corpses Rings can have magical properties. |
titan's copper ring (Shrouds) titan's copper ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Curse of Shrouds Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psychic's steel battleaxe (17.5-26.25 power, 2 apr) (Corpses)psychic's steel battleaxe (17.5-26.25 power, 2 apr) (Corpses) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Mindpower: +8 Curse of Corpses Massive two-handed battleaxes. |
Spellcrusher (32-48 power, 4 apr) (Corpses) Spellcrusher (32-48 power, 4 apr) (Corpses)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 50% chance to shatter magical shields Damage when this weapon hits: +20 nature When wielded/worn: Changes damage: +25% nature Spell save: +15 Curse of Corpses This large steel greatmaul has thick vines wrapped around the handle. |
This item will automatically be transmogrified when you leave the level. icy steel greatmaul of crippling (24-36 power, 2 apr) (Nightmares)icy steel greatmaul of crippling (24-36 power, 2 apr) (Nightmares) Requires: - Strength 16 Powered by arcane forces 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: 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% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +10 ice When wielded/worn: Physical crit. chance: +6.0% Curse of Nightmares Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Flareburst the hardened leather belt (Corpses)Flareburst the hardened leather belt (Corpses) Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +5% fire Changes damage: +3% acid Physical save: +11 Mindpower: +4 Curse of Corpses A belt that goes around your waist. |
blurring rough leather belt of the mystic (Corpses) blurring rough leather belt of the mystic (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Stealth bonus: +5 Mental save: +5 Spellpower: +2 Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding rough leather belt of the giants (Misfortune)grounding rough leather belt of the giants (Misfortune) 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 / +6% temporal Spell save: +6 Curse of Misfortune A belt that goes around your waist. |
grounding rough leather belt of transcendence (Corpses) grounding rough leather belt of transcendence (Corpses)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: +2 Curse of Corpses A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) (Misfortune) linen cloak of Iron Throne (1 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con 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. |
resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses) resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses)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 Corpses 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. dreamer's woollen robe (0 def, 0 armour) (Nightmares)dreamer's woollen robe (0 def, 0 armour) (Nightmares) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Physical save: +13 Spell save: +10 Mental save: +23 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) (Corpses) Eden's Guile (2 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots (0 def, 4 armour) (Madness)insulating pair of dwarven-steel boots (0 def, 4 armour) (Madness) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% cold / +5% fire Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding rough leather cap of constitution (+2) (0 def, 1 armour) (Nightmares) grounding rough leather cap of constitution (+2) (0 def, 1 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% lightning / +5% temporal Curse of Nightmares A cap made of leather. |
insulating iron helm of dexterity (+3) (0 def, 3 armour) (Madness) insulating iron helm of dexterity (+3) (0 def, 3 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% cold / +5% fire Curse of Madness 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. Behemoth Hide (4 def, 6 armour) (Madness)Behemoth Hide (4 def, 6 armour) (Madness) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 Curse of Madness A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
agate 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. |
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. |
2 opal 2 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. |
topaz 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. |
brass lantern of the zealot brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 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. |
zircon 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
Level 10 (Roguelike)
Got a character to level 10.By Deathwish the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 20:46 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Deathwish the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 21:15 see stats
Unstoppable (Roguelike)
Returned from the dead.By Deathwish the Cornac Cursed level 14
8th Dusk 122nd year of Ascendancy at 17:27 see stats
Log
Deathwish receives 16 healing from Unnatural Body.
Deathwish uses Rampage.
Deathwish begins rampaging!
Deathwish misses Skeleton warrior.
Eilinytha the thief activates Insidious Poison.
Eilinytha the thief deactivates Numbing Poison.
Eilinytha the thief hits Deathwish for 12 physical, 5 acid, 5 fire (22 total damage).
Deathwish hits Eilinytha the thief for 1 physical, 2 arcane, 3 blight, 1 mind (7 total damage).
Deathwish misses Skeleton warrior.
Deathwish has shrugged off 16 damage and is ready for more.
Poison from Eilinytha the thief hits Deathwish for 0 nature damage.
Deathwish receives 10 healing from Unnatural Body.
Eilinytha the thief is no longer weakened.
Skeleton warrior overcomes the gloom
Your hatred grows even as your life fades! (+4 hate)
Skeleton warrior hits Deathwish for 33 physical damage.
Deathwish hits Skeleton warrior for 2 physical, 2 arcane, 4 blight, 1 mind (9 total damage).
Deathwish misses Eilinytha the thief.
Eilinytha the thief uses Block.
Deathwish has shrugged off 16 damage and is ready for more.
Poison from Eilinytha the thief hits Deathwish for 0 nature damage.
Eilinytha the thief slows down.
Deathwish hits Eilinytha the thief for 0 nature, (1 blocked), 0 physical, (4 blocked), 0 fire, 1 acid, 1 mind (1 total damage).
Eilinytha the thief hits Deathwish for 0 fire damage.
Your hatred grows even as your life fades! (+7 hate)
Saving game...
