Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.3Donators/Buyers bonus! Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 24 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Gira the rogue at level 24 on the 21st Haze 122nd year of Ascendancy at 11:12 / 1 |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 63 (base 54) |
| Constitution | 10 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 52 (base 46) |
Resources
| Life | -13/678 |
| Stamina | 168/228 |
| Healing Factor | 0.19999999999998 |
| Regeneration | 5.3258410553108 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 70.112514984563 |
| See Invisible | 70.112514984563 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 65 |
| Crit Chance | 46% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 65 |
| Crit Chance | 46% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 6 (70.376569037657%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 18 |
| Mental Save | 30 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
| Poison Resistance | 50% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 19.0 and stamina regeneration by 1.2. Soothing Darkness |
| detrimental effect | Impending Doom |
| beneficial effect | Shadowstrike |
| beneficial effect | Parrying melee and ranged attacks: Has a 65% chance to deflect up to 20 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by snow giant. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | 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 Horned Horror. * 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xyriakira (9 def, 1 armour) Xyriakira (9 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -4% Changes stats: +4 Wil / +2 Mag Changes resistances: +9% fire Knockback immunity: +10% Stamina each turn: +0.30 Maximum life: +31.00 Infravision radius: +3 Movement speed: +10% A pair of boots made of leather. |
| Light source | Lelodravon the brass lantern Lelodravon the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +6% mind Mental save: +9 (+4 eff.) Maximum life: +42.00 Maximum hate: +8.00 Mindpower: +4 (+2 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Thunderwend (1 def, 0 armour) Thunderwend (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% lightning / +5% physical Life regen: +0.60 Stamina each turn: +0.40 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves of dispersion (0 def, 1 armour) rough leather gloves of dispersion (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 arcane Changes stats: +4 Wil / +3 Mag Changes resistances: +4% arcane Talent granted: +3 Iron Grip Disarm immunity: +80% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe &039; (dig speed 28 turns) iron pickaxe &039; (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight / 20 fire Changes stats: +1 Str Changes resistances penetration: +5% fire Changes damage: +3% blight Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Maximum life: +47.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | gold ring &039; gold ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +24% acid / +6% physical Changes damage: +12% acid / +18% physical Rings can have magical properties. |
| Around neck | Marduhir the copper amulet Marduhir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +10% physical Stamina each turn: +1.00 Amulets can have magical properties. |
| In main hand | Mucuswreck (27.5-35.75 power, 19 apr) Mucuswreck (27.5-35.75 power, 19 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 45% Cun, 45% Dex Damage type: Temporal Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +19 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * Slows global speed by 40% * 8% chance to disease Damage (Melee): +7 blight Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +7% physical Changes damage: +7% physical / +12% temporal Disease immunity: +18% Sharp, short and deadly. |
| Around waist | Duskserpent DuskserpentInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes damage: +27% darkness / +9% lightning Maximum life: +48.00 A belt that goes around your waist. |
| In off hand | Adina the dwarven-steel dagger (21-27.3 power, 19 apr) Adina the dwarven-steel dagger (21-27.3 power, 19 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +19 Crit. chance: +18.0% Attack speed: 100% Damage (Melee): +15 insidious poison / +12 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical crit. chance: +8.0% Changes stats: +3 Str / +1 Mag / +1 Cun Changes resistances: +3% temporal Changes damage: +7% physical Critical mult.: +12.00% Stamina when hit: +2.00 Light radius: +1 Sharp, short and deadly. |
| Cloak | linen cloak &039; (1 def, 0 armour) linen cloak &039; (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Changes resistances: +6% acid / +9% darkness / +12% blight / +12% cold / +30% lightning Stun/Freeze immunity: +30% Maximum life: +52.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Falevor the Blazelore (5 def, 4 armour) Falevor the Blazelore (5 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +4 Dex Changes resistances: +3% light / +19% cold Changes damage: +3% light Physical save: +7 (+4 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Maximum life: +30.00 Light radius: +1 A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 119% / cooldown 57%) medical injector implant of the psychic (efficiency 119% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
shielding rune of the duelist (absorb 347 for 4 turns) shielding rune of the duelist (absorb 347 for 4 turns)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 4 turns. Its effects scale with your Dexterity 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. |
teleportation rune of the psychic (range 43) teleportation rune of the psychic (range 43)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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Willpower 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. |
Adedheba the gold amulet Adedheba the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +5 Str / +1 Dex / +4 Mag / +3 Cun Changes resistances: +5% physical Changes resistances cap: +3% all Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+6 eff.) Stamina each turn: +0.50 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) 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... |
This item will automatically be transmogrified when you leave the level. gold amulet &039;gold amulet &039; Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% mind Mental save: +6 (+3 eff.) Confusion immunity: +34% Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Gomira (11.5-14.95 power, 6 apr)Gomira (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% physical Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Sharp, short and deadly. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 75.03 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. thorny mindstar &039; (8-8.8 power, 24 apr, nature damage)thorny mindstar &039; (8-8.8 power, 24 apr, nature damage) 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. This mindstar will resonate with other psionic mindstars. 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 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 nature Changes stats: +6 Str / +4 Wil / +2 Con Changes resistances: +3% mind Changes resistances penetration: +4% mind Changes damage: +4% mind Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.80 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +10% 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. cured leather sling &039;cured leather sling &039; Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Dex / +4 Wil Changes resistances penetration: +12% physical Changes damage: +12% physical Mindpower: +14 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of fate (24-28.8 power, 4 apr, fire element)potent yew magestaff of fate (24-28.8 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% fire Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+2 eff.) Spellpower: +12 (+8 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Camunarikor the steel waraxe (11-15.4 power, 3 apr)Camunarikor the steel waraxe (11-15.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +32 acid When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances penetration: +10% acid Critical mult.: +10.00% Disarm immunity: +32% Mental crit. chance: +3% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Kindlereaper the hardened leather beltKindlereaper the hardened leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +11% acid / +8% blight / +6% light / +9% lightning Changes resistances penetration: +25% light Changes damage: +15% lightning A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Radharuindur (0 def, 4 armour)Radharuindur (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes resistances: +12% mind / +12% acid Changes resistances penetration: +10% mind Changes damage: +6% acid Stamina each turn: +0.40 Maximum life: +43.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Newly picked up pair of iron boots &039; (0 def, 3 armour)pair of iron boots &039; (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 16 fire Changes resistances: +6% blight / +21% fire Changes damage: +24% blight Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Windwalker (0 def, 7 armour) Windwalker (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 physical Changes resistances: +3% mind Changes damage: +3% physical Poison immunity: +25% Cut immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of strength (+2) (0 def, 6 armour) sand rough leather gloves of strength (+2) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +2 Str Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daimuhor the rough leather cap (0 def, 1 armour) Daimuhor the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Mag / +3 Wil / +3 Con Equilibrium when hit: +0.20 Mental crit. chance: +1% A cap made of leather. |
Iveba (9 def, 3 armour) Iveba (9 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +2 Cun / +2 Wil Changes resistances: +3% nature Changes damage: +6% physical Mindpower: +3 (+2 eff.) 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. Obsidianstrike (0 def, 4 armour)Obsidianstrike (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to blind Changes stats: +4 Wil Changes resistances: +9% blight / +20% darkness Changes resistances penetration: +5% darkness / +10% light Changes damage: +6% darkness Mental save: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up drakeskin leather armour &039; (15 def, 8 armour)drakeskin leather armour &039; (15 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +7.0% Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Changes resistances: +17% temporal / +18% light / +29% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Mental save: +3 (+1 eff.) Stamina each turn: +1.10 Heals friendly targets nearby when you use a nature summon: +10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 52 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour &039; (3 def, 6 armour)hardened leather armour &039; (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Str Changes resistances: +20% lightning Critical mult.: +6.00% Maximum stamina: +20.00 A suit of armour made of leather. |
7 agate 7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
123 alchemist agate 123 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. |
opal 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 Latent Damage Type: Lightning 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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isykira the Shockwasp Isykira the ShockwaspCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Changes resistances: +2% physical Changes resistances penetration: +10% lightning Changes damage: +9% physical Light radius: +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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 after 40 turns, 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are 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. Duathelwell the pouch of dwarven-steel shots (18/18, 33.5-40.2 power, 3 apr)Duathelwell the pouch of dwarven-steel shots (18/18, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +28 darkness Burst (radius 2) on crit: +4 darkness Shots are used with slings to pummel your foes to death. |
supercharged elm wand of clairvoyance [power 9] (13/8 cooldown) supercharged elm wand of clairvoyance [power 9] (13/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Weiz the Cornac Rogue level 10
4th Dusk 122nd year of Ascendancy at 10:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Weiz the Cornac Rogue level 23
13rd Haze 122nd year of Ascendancy at 12:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Weiz the Cornac Rogue level 10
4th Dusk 122nd year of Ascendancy at 10:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Weiz the Cornac Rogue level 20
76th Dusk 122nd year of Ascendancy at 16:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Weiz the Cornac Rogue level 14
36th Dusk 122nd year of Ascendancy at 09:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Weiz the Cornac Rogue level 5
10th Mirth 122nd year of Ascendancy at 05:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Weiz the Cornac Rogue level 10
11st Dusk 122nd year of Ascendancy at 09:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Weiz the Cornac Rogue level 23
13rd Haze 122nd year of Ascendancy at 10:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Weiz the Cornac Rogue level 17
63rd Dusk 122nd year of Ascendancy at 08:48 see stats
Log
Giant army ant misses Weiz.
Cold drake hatchling is not dazed anymore.
Cold drake hatchling misses Weiz.
Insidious Poison from Weiz hits Cold drake hatchling for 2 nature damage.
Weiz performs a melee critical strike against Giant army ant!
Giant army ant slows down.
Giant army ant is weakened by the darkness!
Giant army ant is poisoned!
Giant army ant loses sight!
Weiz hits Giant army ant for 179 temporal, 7 blight, 4 arcane, 4 nature, 86 physical, 2 nature, 12 temporal, 4 arcane (298 total damage).
Weiz hits Cold drake hatchling for 4 nature damage.
Weiz hits Cold drake hatchling for 4 nature damage.
Weiz hits Cold drake hatchling for 4 nature damage.
Weiz hits Cold drake hatchling for 4 nature damage.
Yellow ooze misses Weiz.
Impending Doom from Gira the rogue hits Weiz for 48 arcane damage.
Cold drake hatchling misses Weiz.
Cold drake hatchling misses Weiz.
Insidious Poison from Weiz hits Giant army ant for 2 nature damage.
Insidious Poison from Weiz hits Cold drake hatchling for 2 nature damage.
Weiz performs a melee critical strike against Cold drake hatchling!
Cold drake hatchling hits Weiz for 2 cold, 2 cold (4 total damage).
Weiz hits Elovea the slimy ooze for 4 nature damage.
Weiz hits Cold drake hatchling for 248 temporal damage.
Weiz hits Giant army ant for 4 nature damage.
Weiz hits Cold drake hatchling for 4 nature damage.
Weiz killed Cold drake hatchling!
Saving game...
