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 | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doomed |
| Level / Exp | 17 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Xessra the giant lightning ant at level 17 on the 12nd Haze 122nd year of Ascendancy at 06:56 / 1 |
Primary Stats
| Strength | 25 (base 18) |
| Dexterity | 24 (base 12) |
| Constitution | 35 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 41 (base 27) |
| Cunning | 46 (base 35) |
Resources
| Life | -2/364 |
| Mana | 354/371 |
| Equilibrium | 18 |
| Hate | 69/100 |
| Healing Factor | 0.74286444237746 |
| Regeneration | 47.86275602238 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 35 |
| Crit Chance | 31% |
| APR | 5 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.966666666667 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +11% |
| Mind | +22% |
| Nature | +10% |
| Physical | +28% |
| Cold | +15% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 37 (85%) |
| Defense | 18.3 |
| Ranged Defense | 20.15 |
| Fatigue | 15 |
| Physical Save | 31.15 |
| Spell Save | 33.45 |
| Mental Save | 32.375 |
Defense: Resistances
| Mind | -3%( 70%) |
| Darkness | 26%( 82%) |
| Light | 22%( 70%) |
| Temporal | 12%( 70%) |
| All | 0%( 70%) |
| Physical | 13%( 71%) |
| Cold | 45%( 70%) |
| Nature | 50%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Stun Resistance | 15% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.45 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 63.68 life per turn. Regeneration |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 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 | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | 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 14%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -3 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
Quests
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 2 of Norgos Lair) | 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 |
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 within9 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) (Shrouds) Frost Treads (1 def, 4 armour) (Shrouds)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | pouch of iron shots &039; (17/17, 8-9.6 power, 1 apr) pouch of iron shots &039; (17/17, 8-9.6 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.0 - 9.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +10.0% Capacity: 17 Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +8 acid Burst (radius 1) on hit: +4 acid Damage conversion: 20% acid Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | Steel Helm of Garkul (0 def, 6 armour) (Shrouds) Steel Helm of Garkul (0 def, 6 armour) (Shrouds)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | overpowered dwarven-steel torque of psychoportation [power 46] (47 cooldown) overpowered dwarven-steel torque of psychoportation [power 46] (47 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 46), placing all other charms into a 47 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused 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 It can be used to summon a tidal wave, costing 60 power out of 9/60. This azure ring seems to be always moist to the touch. |
| On fingers | wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 Rings can have magical properties. |
| Around neck | Arobeth ArobethInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +4.0% Changes resistances: +2% physical / +12% temporal Talent mastery: +0.15 Cursed / Force of will Critical mult.: +10.00% Mental save: +3 Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | Islymira the Burnpierce (Misfortune) Islymira the Burnpierce (Misfortune)Requires: - Dexterity 24 - Talent Shoot Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage when this weapon hits(ranged): +10 mind / +2 gravity Burst (radius 1) on hit: +4 physical / +4 fire When wielded/worn: Accuracy: +8 Physical crit. chance: +7.0% Changes stats: +3 Cun / +1 Wil Damage when the wearer is hit: 4 physical Changes resistances: +1% physical Changes damage: +12% mind / +13% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Maximum encumbrance: +10 Mindpower: +6 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
| On hands | Polymivena (0 def, 2 armour) (Shrouds) Polymivena (0 def, 2 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 Armour: +2 Changes stats: +7 Dex Changes resistances: +6% darkness / +3% physical Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | vined mindstar of life (5.5-6.05 power, 21 apr, nature damage) (Misfortune) vined mindstar of life (5.5-6.05 power, 21 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 49% Wil, 21% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +3 Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Wrap of Stone (0 def, 10 armour) (Madness) Wrap of Stone (0 def, 10 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 Curse of Madness It can be used to activate talent Stone Wall (costing 60 power out of 6/60) : Effective talent level: 1.2 Power cost: 60 out of 6/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 68.10 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Nightmares) Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Nightmares)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
cleansing steel amulet of healing cleansing steel amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +10% blight Poison immunity: +23% Disease immunity: +24% Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 242 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful gold amulet of the eclipse restful gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when the wearer hits(melee): 8 darkness / 8 light Damage when the wearer is hit: 8 darkness / 8 light Changes damage: +8% darkness / +9% light Life regen: +1.70 Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) (Nightmares) Spellblaze Shard (20-26 power, 10 apr) (Nightmares)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage when this weapon hits: +10 blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
living mindstar &039; (17-18.7 power, 40 apr, mind damage) (Madness) living mindstar &039; (17-18.7 power, 40 apr, mind damage) (Madness)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +15% Humanoid When wielded/worn: Armour: +9 Damage when the wearer is hit: 12 physical / 19 ice Changes resistances: +14% cold Changes resistances penetration: +15% cold Changes damage: +17% cold / +3% blight Physical save: +10 Spell save: +8 Mental save: +9 Stamina each turn: +0.60 Mana each turn: +0.12 Equilibrium when hit: +2.00 Mindpower: +13 Mental crit. chance: +5% Curse of Madness 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. |
vined mindstar &039; (5-5.5 power, 18 apr, nature damage) (Shrouds) vined mindstar &039; (5-5.5 power, 18 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Mental save: +3 Hate per kill: +1.00 Psi per kill: +1.00 Maximum psi: +12.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +8 Curse of Shrouds It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger& ranger&Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage when this weapon hits(ranged): +5 cold When wielded/worn: Changes stats: +2 Dex Changes damage: +9% cold Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19.2 power, 4 apr, arcane damage) (Nightmares) Crystal Shard (16-19.2 power, 4 apr, arcane damage) (Nightmares)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% Curse of Nightmares It can be used to create living shards of crystal, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Penitence (15-18 power, 4 apr, nature damage) (Madness) Penitence (15-18 power, 4 apr, nature damage) (Madness)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% Curse of Madness It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
Skullcleaver (18-25.2 power, 3 apr) (Corpses) Skullcleaver (18-25.2 power, 3 apr) (Corpses)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses 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. |
regal linen cloak of Eldoral (1 def, 0 armour) (Madness) regal linen cloak of Eldoral (1 def, 0 armour) (Madness)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Dex / +3 Wil / +1 Cun Mental save: +7 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (1 def, 2 armour) (Nightmares) Spellhunt Remnants (1 def, 2 armour) (Nightmares)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron helm of the depths (0 def, 3 armour) (Shrouds) iron helm of the depths (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of ash arrows &039; (9/9, 20-28 power, 7 apr) quiver of ash arrows &039; (9/9, 20-28 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Damage when this weapon hits(ranged): +7 darkness / +8 acid Burst (radius 1) on hit: +4 acid / +4 temporal Damage against: +9% Humanoid Arrows are used with bows to pierce your foes to death. |
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. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Arothra the Magmacutter [power 5] (33 cooldown) =Silence 5, MShield 5= Arothra the Magmacutter [power 5] (33 cooldown) =Silence 5, MShield 5=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 fire Changes resistances: +6% fire Changes resistances penetration: +5% blight Changes damage: +3% blight / +6% fire Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, placing all other charms into a 33 cooldown. Torques are made by powerful psionics to store psionic powers. |
Glorolle the Demonorder [power 75] (35 cooldown) =Heal 75= Glorolle the Demonorder [power 75] (35 cooldown) =Heal 75=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes damage: +18% darkness It can be used to heal the target for 75, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of cure illness [power 2] (20 cooldown) =CDisease= rushing ash totem of cure illness [power 2] (20 cooldown) =CDisease=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning [power 111] (6 cooldown) ash wand of lightning [power 111] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a beam of lightning (dam 37-111), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Recurring_Madness the Shalore Doomed level 10
6th Dusk 122nd year of Ascendancy at 05:01 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Recurring_Madness the Shalore Doomed level 10
7th Flare 122nd year of Ascendancy at 19:50 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Recurring_Madness the Shalore Doomed level 9
1st Flare 122nd year of Ascendancy at 05:02 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Recurring_Madness the Shalore Doomed level 12
16th Dusk 122nd year of Ascendancy at 17:48 see stats
You know who's to blame (reprise) (Madness (Roguelike) difficulty)
Killed Myssil, causing her to drop the Rod of Recall.By Recurring_Madness the Shalore Doomed level 6
4th Mirth 122nd year of Ascendancy at 22:01 see stats
Log
You have deflected 12 incoming damage!
You fight through the pain! (+21 hate)
Something hits Recurring_Madness for (12 deflected), 193 physical (193 total damage).
Recurring_Madness uses Infusion: Wild.
Recurring_Madness lessens the pain.
Recurring_Madness uses Devour Life.
You must begin feeding before you can Devour Life.
Recurring_Madness is moving less freely.
Talent Infusion: Regeneration is ready to use.
Recurring_Madness feels pain again.
Recurring_Madness uses Infusion: Regeneration.
Recurring_Madness starts regenerating health quickly.
Recurring_Madness uses Willful Strike.
Recurring_Madness&
Xessra the giant lightning ant was blasted back 2 spaces!
Recurring_Madness hits Xessra the giant lightning ant for 137 physical damage.
You have deflected 12 incoming damage!
You fight through the pain! (+4 hate)
Something hits Recurring_Madness for (12 deflected), 69 lightning (69 total damage).
Recurring_Madness uses Agony.
Recurring_Madness uses Agony.
You have deflected 2 incoming damage!
Your hatred grows even as your life fades! (+26 hate)
Saving game...
