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 | 24 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Porutha the minotaur at level 21 on the 74th Haze 122nd year of Ascendancy at 17:30 / 2Killed by thief at level 24 on the 33rd Pyre 123rd year of Ascendancy at 20:02 |
Primary Stats
| Strength | 13.301803940091 (base 26) |
| Dexterity | 17 (base 10) |
| Constitution | 28 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 67.29277265179 (base 43) |
| Cunning | 54.29277265179 (base 34) |
Resources
| Life | -181/531 |
| Hate | 107/124 |
| Equilibrium | 92 |
| Healing Factor | 1.2763054454914 |
| Regeneration | 0.57433745047111 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56.474688247131 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -7% |
| Light | -16% |
| Temporal | -19% |
| Darkness | +11% |
| Physical | +8% |
| All | -22% |
| Nature | -5% |
Offense: Damage Penetration
| Lightning | +16% |
| Temporal | +20% |
| Blight | +5% |
| Fire | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 19.2 (56.923076923077%) |
| Defense | 14.05 |
| Ranged Defense | 18.05 |
| Fatigue | 17 |
| Physical Save | 41.909805591427 |
| Spell Save | 32.913127911688 |
| Mental Save | 48.168313618751 |
Defense: Resistances
| Acid | 6%( 70%) |
| Blight | 33%( 70%) |
| Physical | 48%( 70%) |
| Cold | 54%( 70%) |
| All | 3%( 70%) |
| Mind | -3%( 70%) |
| Lightning | 29%( 70%) |
| Light | 18%( 70%) |
| Temporal | 23%( 70%) |
| Darkness | 48%( 77%) |
| Arcane | 13%( 70%) |
| Fire | 12%( 70%) |
| Nature | 55%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Bleed Resistance | 10% |
| Confusion Resistance | 29% |
| Fear Resistance | 37% |
| Poison Resistance | 20% |
| Knockback Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| talent | Chant of Fortitude |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% 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 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 (+3 cooldowns). Infusion Saturation |
| beneficial effect | A random shadow absorbed a fatal blow for you, granting you a negative shield of 124. Shadow Decoy |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 56.03 blight damage per turn. Weakness Disease |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -3 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 22%. Weakened |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done. Empathic Hex |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% 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 |
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Xanibeth the treant. Escort: repented thief (level 2 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by green worm mass. Escort: worried loremaster (level 3 of Scintillating Caves) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.& | 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 | pair of dwarven-steel boots &039; (0 def, 4 armour) (Misfortune) pair of dwarven-steel boots &039; (0 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +9% fire / +8% cold / +3% blight / +9% temporal Changes resistances penetration: +20% temporal / +5% blight Physical save: +12 Mental save: +13 Curse of Misfortune It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aronaridin the Coalpower (3 def, 0 armour) (Madness) =Prs, Drs= Aronaridin the Coalpower (3 def, 0 armour) (Madness) =Prs, Drs=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +34% physical / +5% arcane / +13% lightning / +3% acid / +32% darkness / +12% temporal Changes resistances penetration: +10% darkness Changes damage: +33% darkness / +30% physical Poison immunity: +20% Cut immunity: +10% Maximum hate: +24.00 Mindpower: +17 Mental crit. chance: +8% Curse of Madness A pointy cloth hat, very wizardly... |
| On hands | heroic hardened leather gloves (0 def, 5 armour) (Misfortune) heroic hardened leather gloves (0 def, 5 armour) (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Mental save: +8 Maximum life: +40.00 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of charged psionic shield &039; [power 81] (24/25 cooldown) steel torque of charged psionic shield &039; [power 81] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% lightning / +10% fire Changes damage: +3% lightning It can be used to setup a psionic shield, reducing all lightning and blight damage by 81 for 6 turns, placing all other charms into a 25 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 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | psionicist& psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +4 Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
| In main hand | Prismgrit (16-17.6 power, 48 apr, nature damage) (Corpses) Prismgrit (16-17.6 power, 48 apr, nature damage) (Corpses)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +48 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 light Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when the wearer is hit: 8 light Changes resistances: +5% blight / +3% light Changes damage: +5% nature / +6% light / +3% temporal Physical save: +8 Spell save: +8 Mental save: +6 Disease immunity: +18% Equilibrium when hit: +1.90 Mindpower: +14 Mental crit. chance: +8% Light radius: +2 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Cloudire the thorny mindstar (8-8.8 power, 29 apr, nature damage) (Misfortune) Cloudire the thorny mindstar (8-8.8 power, 29 apr, nature damage) (Misfortune)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 57% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +29 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 manaburn arcane When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 10 lightning Changes resistances: +5% arcane / +14% lightning / +3% blight / +6% darkness / +3% light Changes resistances penetration: +6% lightning Changes damage: +12% lightning Mindpower: +4 Mental crit. chance: +3% 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 | resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses) resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +2 Con Maximum life: +33.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethanor the Glintquarry (2 def, 6 armour) (Misfortune) Bethanor the Glintquarry (2 def, 6 armour) (Misfortune)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +5 Cun / +3 Wil Damage when the wearer hits(melee): 2 light Changes resistances: +12% physical / +9% light Physical save: +24 Mental save: +12 Curse of Misfortune A suit of armour made of mail. |
Inventory
sun infusion of the psychic (rad 7; power 101; turns 5; dispells darkness) sun infusion of the psychic (rad 7; power 101; turns 5; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 101) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 11 for 7 turns) invisibility rune of the warrior (power 11 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the sneak (absorb 357 for 5 turns) shielding rune of the sneak (absorb 357 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 357 damage for 5 turns. Its effects scale with your Cunning 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 (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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 duelist (range 43) teleportation rune of the duelist (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: 18 Travel Speed: instantaneous Usage Speed: 1 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 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 116) teleportation rune of the psychic (range 116)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 116 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dimrebel DimrebelInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer is hit: 16 darkness / 12 blight Changes resistances: +19% cold / +6% blight Changes damage: +6% blight Allows you to breathe in: water Amulets can have magical properties. |
Firepassion FirepassionInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 Defense: +7 Changes stats: +7 Lck Damage when the wearer hits(melee): 4 fire Changes resistances: +11% mind / +6% light Changes resistances penetration: +5% light Physical save: +12 Spell save: +12 Mental save: +10 Confusion immunity: +26% Amulets can have magical properties. |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Gunubar GunubarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% blight Physical save: +6 Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +26.00 Maximum stamina: +5.00 Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 Armour penetration: +10 Defense: +7 Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
marksman& marksman&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Mental save: +5 Confusion immunity: +22% Rings can have magical properties. |
savior& savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 Spell save: +7 Mental save: +6 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Silence immunity: +20% Mana each turn: +0.15 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
Xanubrenn the Lustreguile (17-22.1 power, 7 apr) (Corpses) Xanubrenn the Lustreguile (17-22.1 power, 7 apr) (Corpses)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Damage when the wearer hits(melee): 2 light Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% Curse of Corpses Sharp, short and deadly. |
Boltreaper (Shrouds) Boltreaper (Shrouds)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage when this weapon hits(ranged): +2 lightning When wielded/worn: Changes resistances penetration: +5% mind / +10% physical Changes damage: +10% physical Mental save: +9 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Malakalthobers (9.5-10.45 power, 24 apr, mind damage) (Nightmares) Malakalthobers (9.5-10.45 power, 24 apr, mind damage) (Nightmares)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +6% acid Grants telepathy: Humanoid/Orc Physical save: +6 Spell save: +5 Mental save: +6 Equilibrium when hit: +1.40 Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares 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. |
horrifying thorny mindstar of clarity (8.5-9.35 power, 24 apr, mind damage) (Nightmares) horrifying thorny mindstar of clarity (8.5-9.35 power, 24 apr, mind damage) (Nightmares)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 mind / 2 darkness Changes damage: +3% mind / +3% darkness Mental save: +5 Maximum psi: +12.00 Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares 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. |
thorny mindstar &039; (8-8.8 power, 24 apr, mind damage) (Nightmares) thorny mindstar &039; (8-8.8 power, 24 apr, mind damage) (Nightmares)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +5% Insect When wielded/worn: Changes stats: +3 Dex Damage when the wearer hits(melee): 2 physical Physical save: +5 Spell save: +7 Mental save: +4 Stamina each turn: +0.80 Equilibrium when hit: +1.10 Maximum life: +10.00 Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares 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. Skycut the ash magestaff (15-18 power, 3 apr, cold damage) (Shrouds)Skycut the ash magestaff (15-18 power, 3 apr, cold damage) (Shrouds) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 nature slow Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +3% light / +6% temporal Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
spellcowled cashmere cloak of fog (8 def, 0 armour) (Shrouds) spellcowled cashmere cloak of fog (8 def, 0 armour) (Shrouds)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes stats: +3 Wil / +4 Mag Changes resistances: +13% light / +13% fire Stealth bonus: +8 Spell save: +7 Maximum mana: +57.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of evasion (15 def, 3 armour) (Shrouds) pair of hardened leather boots of evasion (15 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 Fatigue: +3% Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 17 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) (Corpses) Wyrmbreath (0 def, 4 armour) (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire Curse of Corpses It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 63.00 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Steel Helm of Garkul (0 def, 6 armour) (Madness) Steel Helm of Garkul (0 def, 6 armour) (Madness)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 Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
rushing yew totem of cure illness [power 2] (24/20 cooldown) rushing yew totem of cure illness [power 2] (24/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 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. |
tentacled yew totem of thorny skin [power 38] (24/20 cooldown) tentacled yew totem of thorny skin [power 38] (24/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 6 turns increasing armour by 38 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration &039; [power 325] (24/13 cooldown) ash wand of conjuration &039; [power 325] (24/13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 nature Changes resistances penetration: +10% nature Changes damage: +3% blight Talent granted: +2 Volcano It can be used to fire a bolt of a random element (dam 162-325), placing all other charms into a 13 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 13
34th Dusk 122nd year of Ascendancy at 15:36 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Recurring Madness the Shalore Doomed level 10
3rd Mirth 122nd year of Ascendancy at 21:18 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Recurring Madness the Shalore Doomed level 20
57th Haze 122nd year of Ascendancy at 07:57 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Recurring Madness the Shalore Doomed level 23
56th Regrowth 123rd year of Ascendancy at 11:40 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Recurring Madness the Shalore Doomed level 10
1st Flare 122nd year of Ascendancy at 09:25 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Recurring Madness the Shalore Doomed level 10
3rd Flare 122nd year of Ascendancy at 23:42 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Recurring Madness the Shalore Doomed level 23
56th Regrowth 123rd year of Ascendancy at 11:40 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Recurring Madness the Shalore Doomed level 21
74th Haze 122nd year of Ascendancy at 17:30 see stats
Log
Recurring Madness uses pair of dwarven-steel boots &039; (0 def, 4 armour) (Misfortune)!
Velikira the forest troll casts Totality.
Shadow&LAST039;Eyal.
The time is 20:01.
Orc pyromancer casts Fireflash.
Multi-hued drake hatchling uses Ice Claw.
You have deflected 3 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Recurring Madness resists!
Your hatred grows even as your life fades! (+4 hate)
Bandit stops regenerating health quickly.
Talent Shadow Transposition is ready to use.
Your hatred grows even as your life fades! (+4 hate)
Recurring Madness damages himself through Martyrdom!
Recurring Madness HEALS from nature damage!
Multi-hued drake hatchling hits Recurring Madness for 31 physical, 1 lightning, 1 light (33 total damage).
Multi-hued drake hatchling hits Recurring Madness for (3 deflected), 49 cold, 1 lightning, 1 light (51 total damage).
Something hits Recurring Madness for 0 nature damage.
Weakness Disease from Zubutha the forest troll hits Recurring Madness for 38 blight damage.
Recurring Madness hits Multi-hued drake hatchling for 8 lightning, 9 light (17 total damage).
Recurring Madness hits Multi-hued drake hatchling for 8 lightning, 9 light (17 total damage).
Silegakira the bandit lord uses Summon.
Bandit activates Stealth.
Silegakira the bandit lord summons Something!
Something performs a melee critical strike against Recurring Madness!
You have deflected 2 incoming damage!
Your hatred grows even as your life fades! (+9 hate)
Saving game...
