










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 27 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Adetira the mean looking elven guard at level 27 on the 43rd Regrowth 123rd year of Ascendancy at 17:31 / 1 |
Primary Stats
| Strength | 41 (base 31) |
| Dexterity | 20 (base 14) |
| Constitution | 44 (base 26) |
| Magic | 68 (base 58) |
| Willpower | 12 (base 10) |
| Cunning | 27 (base 18) |
Resources
| Life | -128/990 |
| Mana | 115/266 |
| Vim | 0/231 |
| Healing Factor | 1.3455007465519 |
| Regeneration | 0.33637518663798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 33 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 33 |
| Crit Chance | 23% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Acid | +15% |
| Fire | +34% |
| All | +0% |
Offense: Damage Penetration
| Acid | +9% |
| Blight | +20% |
| Cold | +10% |
| Fire | +26% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.151787968034%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 28 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 20 |
Defense: Resistances
| Acid | 18%( 70%) |
| Arcane | 18%( 70%) |
| Cold | 20%( 70%) |
| All | 14%( 70%) |
| Lightning | 30%( 70%) |
| Temporal | 22%( 70%) |
| Physical | 21%( 70%) |
| Mind | 17%( 70%) |
| Fire | 38%( 70%) |
| Darkness | 17%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Disarm Resistance | 24% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 410 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 3 darkness, 4 arcane, 5 mind |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Jake. Escort: worried loremaster (level 6 of Dreadfell) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed vial of elder vampire blood. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITEGREENWHITELIGHT_GREEN039;ve found the needed skeleton mage skull. * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Emelasenne the Sleetburst (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Fatigue: +2% Damage when hit (Melee): 4 cold Changes stats: +2 Str / +3 Con Changes resistances: +3% lightning / +3% darkness Changes damage: +3% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | survivor&039;s lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+3 eff.) Maximum life: +46.00 Light radius: +4 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ashfury (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 10 blight Changes resistances: +12% fire / +4% all Changes resistances penetration: +10% blight / +20% fire Changes damage: +9% fire Physical save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Xinor the Breezeradiance (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Armour: +7 Effects on melee hit: * 20% chance to slow global speed by 43% Changes stats: +2 Str / +5 Dex / +6 Cun / +5 Con Critical mult.: +10.00% Mental save: +8 (+4 eff.) Maximum life: +50.00 Spell crit. chance: +11% Mental crit. chance: +11% Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of psionic shield &039; [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Damage when hit (Melee): 6 mind Changes resistances: +5% arcane Changes damage: +6% acid Maximum life: +80.00 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Flamebreaker the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +5 Cun / +4 Wil Changes resistances: +6% fire Changes resistances penetration: +10% blight / +10% cold Changes damage: +12% fire Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +2 Con Spell save: +11 (+5 eff.) Stun/Freeze immunity: +30% Maximum stamina: +13.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | elemental stralite longsword of torment (34-47 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 79 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +6% fire Changes damage: +13% fire Sharp, long, and deadly. |
| Around waist | Bethyra the FiremarkCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Changes resistances: +9% lightning / +9% temporal / +3% fire / +3% mind / +1% physical Stealth bonus: +8 Spell save: +3 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% A belt that goes around your waist. |
| In off hand | elemental stralite waraxe (32-45 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 79 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +9% acid Changes damage: +9% acid One-handed war axes. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (0 def, 19 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +5% acid / +7% physical / +7% fire / +7% lightning / +7% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +29% Knockback immunity: +25% A suit of armour made of metal plates. |
Inventory
manasurge rune of the wizard (regen 1172% over 10 turns; mana 59; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1172% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. |
Hailsteel the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +6 Str / +6 Dex / +5 Wil Changes resistances: +15% acid / +6% temporal / +3% light / +9% nature Changes resistances penetration: +15% cold Maximum life: +60.00 Amulets make your neck look great! |
insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +16% fire / +11% cold Amulets make your neck look great! |
CobrawishInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% nature Changes resistances penetration: +10% acid / +15% light / +10% nature Changes damage: +6% nature Mental save: +5 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Sulfuronslaught the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 fire Changes resistances: +9% blight / +9% light Changes damage: +9% nature Maximum encumbrance: +23 Rings make your fingers look great! |
copper ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Wil / +2 Cun Silence immunity: +24% Mana each turn: +0.10 Light radius: +3 See invisible: +21 Rings make your fingers look great! |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
plaguebringer&Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 24 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 blight When wielded/worn: Disease immunity: +19% Sharp, long, and deadly. |
Aeromina the ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +4 Str / +3 Mag / +2 Cun Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
magewarrior&Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Malediction (40-48 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+6 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
TyderekhadInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +7% lightning / +7% temporal Changes damage: +3% blight / +3% physical Only die when reaching: -20.00 life A belt that goes around your waist. |
murderer&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +5 Defense: +1 (+1 eff.) Fatigue: -5% Changes stats: +1 Cun / +2 Dex Maximum life: +40.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shockkiss the iron gauntlets (10 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +10 (+4 eff.) Fatigue: +1% Damage (Melee): 7 mind Changes stats: +1 Dex / +1 Con Changes resistances: +6% mind / +12% lightning Changes damage: +4% mind Only die when reaching: -20.00 life Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bethumina (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Damage when hit (Melee): 2 acid Reduces incoming crit damage: 5.00% Silence immunity: +20% Maximum life: +80.00 Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Dageran the Floebright (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight / 2 cold / 4 mind Changes stats: +4 Wil Changes resistances penetration: +25% blight / +20% mind Changes damage: +6% blight / +6% cold Physical save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Kidir (6 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +15% blight Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayadatira the dwarven-steel helm (10 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +8% lightning / +5% temporal / +5% arcane Changes damage: +3% mind / +9% physical Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zeroran (2 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +18% acid / +3% fire Changes damage: +12% acid Critical mult.: +15.00% Mental save: +15 (+8 eff.) Stun/Freeze immunity: +20% Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
radiant iron mail armour of the deep (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +5% acid / +5% cold / +11% darkness / +11% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
radiant stralite mail armour of command (13 def, 11 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +13 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun / +4 Wil Changes resistances: +10% blight / +18% darkness Mental save: +15 (+8 eff.) Light radius: +1 A suit of armour made of mail. |
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. |
239 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
2 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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 Activation costs 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 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. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Jake the Ghoul Reaver level 21
54th Haze 122nd year of Ascendancy at 13:02 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jake the Ghoul Reaver level 14
46th Dusk 122nd year of Ascendancy at 04:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jake the Ghoul Reaver level 18
78th Dusk 122nd year of Ascendancy at 15:14 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jake the Ghoul Reaver level 24
2nd Wintertide 123rd year of Ascendancy at 11:37 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Jake the Ghoul Reaver level 22
72nd Haze 122nd year of Ascendancy at 14:13 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
41st Regrowth 123rd year of Ascendancy at 09:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jake the Ghoul Reaver level 10
5th Dusk 122nd year of Ascendancy at 20:55 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jake the Ghoul Reaver level 20
23rd Haze 122nd year of Ascendancy at 14:18 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jake the Ghoul Reaver level 9
3rd Dusk 122nd year of Ascendancy at 11:56 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Jake the Ghoul Reaver level 11
10th Dusk 122nd year of Ascendancy at 23:59 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jake the Ghoul Reaver level 17
67th Dusk 122nd year of Ascendancy at 19:31 see stats
Log
Epidemic from Jake hits Adetira the mean looking elven guard for (23 flat reduction), 2 blight (2 total damage).
Jake&DARK_GREENLASTDARK_GREENLAST0 total damage).
Jake receives 45 healing from Jake&LASTfbd578LASTWHITELASTLASTBleeding Edge.
The powerful blow energizes Jake reducing their cooldowns!
Adetira the mean looking elven guard hits Jake for 165 physical damage.
Melee retaliation hits Adetira the mean looking elven guard for (8 flat reduction), 0 blight, (11 flat reduction), 0 cold, (2 flat reduction), 0 mind (0 total damage).
Jake uses Gnaw.
Jake misses Adetira the mean looking elven guard.
Jake misses Adetira the mean looking elven guard.
The powerful blow energizes Jake reducing their cooldowns!
Adetira the mean looking elven guard throws Jake to the ground!
Adetira the mean looking elven guard hits Jake for 184 physical damage.
Melee retaliation hits Adetira the mean looking elven guard for (8 flat reduction), 0 blight, (11 flat reduction), 0 cold, (4 flat reduction), 0 mind (0 total damage).
Grappled from Adetira the mean looking elven guard hits Jake for 75 physical damage.
Adetira the mean looking elven guard is silenced!
Onilug casts Drain.
The powerful blow energizes Jake reducing their cooldowns!
Epidemic from Jake hits Adetira the mean looking elven guard for (23 flat reduction), 1 blight (1 total damage).
Jake&DARK_GREENLASTDARK_GREENLAST0 total damage).
Jake receives 45 healing from Jake&LASTfbd578LASTWHITELASTLASTUID:281849:0fbd578LASTDARK_GREENLASTLASTAdetira the mean looking elven guard throws two quick punches.
The powerful blow energizes Jake reducing their cooldowns!
Adetira the mean looking elven guard hits Jake for 131 physical, 162 physical (293 total damage).
Melee retaliation hits Adetira the mean looking elven guard for (10 flat reduction), 0 blight, (12 flat reduction), 0 cold, (5 flat reduction), 0 mind, (10 flat reduction), 0 blight, (12 flat reduction), 0 cold, (5 flat reduction), 0 mind (0 total damage).
Jake the level 27 ghoul reaver was raked to death by Adetira the mean looking elven guard on level 1 of Dark crypt.





































































































