
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Cursed |
Level / Exp | 23 / 79% |
Size | medium |
Lifes / Deaths | Killed by ravenous horror at level 15 on the 13rd Haze 122nd year of Ascendancy at 23:25 0 / 7Killed by Urkis, the High Tempest at level 19 on the 30th Haze 122nd year of Ascendancy at 11:10 Killed by Grand Corruptor at level 23 on the 68th Haze 122nd year of Ascendancy at 15:26 Killed by Grand Corruptor at level 23 on the 68th Haze 122nd year of Ascendancy at 16:28 Killed by Grand Corruptor at level 23 on the 68th Haze 122nd year of Ascendancy at 17:25 Killed by Grand Corruptor at level 23 on the 68th Haze 122nd year of Ascendancy at 18:28 Killed by Grand Corruptor at level 23 on the 68th Haze 122nd year of Ascendancy at 18:38 |
Primary Stats
Strength | 42.274729776574 (base 49) |
Dexterity | 2.274729776574 (base 10) |
Constitution | 13.11724843201 (base 10) |
Magic | 13 (base 10) |
Willpower | 69 (base 49) |
Cunning | 16 (base 10) |
Resources
Life | -35/609 |
Positive | 88/116 |
Hate | 100/100 |
Healing Factor | 0.89788192374326 |
Regeneration | 0.22447048093582 |
Speed
Mental | +22.4% |
Attack | 0% |
Movement | +160% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 4 |
Offense: Mainhand
Damage | 82 |
Accuracy | 15 |
Crit Chance | 7% |
APR | 21 |
Speed | 0.82 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 40.233333333333 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 50.92 (81.030927835052%) |
Defense | 28.8480777109 |
Ranged Defense | 34.8480777109 |
Fatigue | 34 |
Physical Save | 28.712092249152 |
Spell Save | 30.36849606265 |
Mental Save | 42.595664041767 |
Defense: Resistances
All | -20%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -2 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / shalore with 35% effectiveness. Kills: 0 / 6 kills, Damage: +2% / +5%, Attack: +1 / +2, Stun: -- / 1.1%, Outmaneuver: 1.4% / 3.5% Predator |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -2 Luck, +5 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 | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% 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 | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 21.96 blight damage per turn. Rotting Disease |
beneficial effect | The target's saves have been increased by 1. Spin Fate |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The target is infected by a disease, reducing its dexterity by 21 and doing 34.15 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is infected by a disease, reducing its strength by 21 and doing 34.15 blight damage per turn. Weakness Disease |
beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +1 Magic, +1 Willpower, +0 Cunning, +0 Constitution) Mimic |
beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 20/20 damage shrugged off this turn) Rampaging |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest'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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 42. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 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 |
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 | Ebonywind (0 def, 3 armour) (Nightmares) Ebonywind (0 def, 3 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil / +4 Con Changes resistances penetration: +5% blight / +7% physical / +10% darkness Changes damage: +6% blight Mana when firing critical spell: +2.00 Maximum mana: +60.00 Mindpower: +6 Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Elita ElitaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +5% blight Maximum life: +51.00 Maximum vim: +40.00 Light radius: +3 Damage Shield penetration: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
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 ever to live. |
On hands | 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: +18% fire / +10% darkness / +10% nature 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 141.14 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. |
Tool | Cracklebrand the dragonbone totem of cure ailments [power 4] (10 cooldown) Cracklebrand the dragonbone totem of cure ailments [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 light Changes resistances: +3% light Changes damage: +15% lightning It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +8 Defense: +7 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | warrior's copper amulet of willpower (+3) warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
In main hand | Elerenn the stralite waraxe (40-56 power, 10 apr) (Madness) Elerenn the stralite waraxe (40-56 power, 10 apr) (Madness)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 darkness Burst (radius 1) on hit: +8 fire Damage against: +11% Living When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 12 physical Reduces incoming crit damage: 10.00% Curse of Madness One-handed war axes. |
Around waist | blurring hardened leather belt of the mystic (Madness) blurring hardened leather belt of the mystic (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 Stealth bonus: +5 Mental save: +7 Spellpower: +2 Curse of Madness A belt that goes around your waist. |
In off hand | crackling voratun shield of radiance (12 def, 3 armour, 187.5 block) (Nightmares) crackling voratun shield of radiance (12 def, 3 armour, 187.5 block) (Nightmares)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects when hit in melee: * 10% chance to blind * 15% chance to daze Changes stats: +1 Dex / +2 Mag / +5 Con Changes resistances: +11% lightning / +11% light Talent granted: +5 Block Curse of Nightmares Handheld deflection devices. |
Cloak | thick cashmere cloak (2 def, 7 armour) (Nightmares) thick cashmere cloak (2 def, 7 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +10% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Belyta the Jetmoon (4 def, 17 armour) (Madness) Belyta the Jetmoon (4 def, 17 armour) (Madness)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 Fatigue: +16% Damage when hit (Melee): 4 arcane Changes resistances penetration: +10% arcane Changes damage: +3% blight / +6% darkness Mana when firing critical spell: +1.00 Curse of Madness A suit of armour made of mail. |
Inventory
cleansing gold amulet of mastery (0.21 Cursed / Rampage) cleansing gold amulet of mastery (0.21 Cursed / Rampage)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +13% blight Talent mastery: +0.21 Cursed / Rampage Poison immunity: +28% Disease immunity: +24% Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Firewalker (8 def, 2 armour) (Nightmares)Firewalker (8 def, 2 armour) (Nightmares) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Curse of Nightmares This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the mind (+10%) (2 def, 0 armour) (Nightmares)cashmere wizard hat of the mind (+10%) (2 def, 0 armour) (Nightmares) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +10% mind Changes damage: +10% mind Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding hardened leather cap of strength (+4) (0 def, 3 armour) (Madness)grounding hardened leather cap of strength (+4) (0 def, 3 armour) (Madness) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +8% lightning / +7% temporal Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Layygakira' (3 def, 6 armour) (Madness)hardened leather armour 'Layygakira' (3 def, 6 armour) (Madness) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +3% temporal / +16% darkness / +3% nature Spell save: +25 Cut immunity: +10% Confusion immunity: +5% Light radius: +2 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour of implacability (5 def, 31 armour) (Corpses)impenetrable dwarven-steel plate armour of implacability (5 def, 31 armour) (Corpses) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +31 Defense: +5 Fatigue: +17% Physical save: +6 Curse of Corpses A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 onyx 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 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 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +50.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
6 garnet 6 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% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 15/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. blazing pouch of dwarven-steel shots of erosion (19/19, 32-38.4 power, 3 apr)blazing pouch of dwarven-steel shots of erosion (19/19, 32-38.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Damage (Ranged): +11 fire / +8 nature / +8 temporal Burst (radius 2) on crit: +7 fire Shots are used with slings to pummel your foes to death. |
ash totem of thorny skin [power 25] (20 cooldown) ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
5 amethyst 5 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% Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Ulfrik the Skeleton Cursed level 16
14th Haze 122nd year of Ascendancy at 18:22 see stats
By Ulfrik the Skeleton Cursed level 17
18th Haze 122nd year of Ascendancy at 01:03 see stats
By Ulfrik the Skeleton Cursed level 22
55th Haze 122nd year of Ascendancy at 02:59 see stats
By Ulfrik the Skeleton Cursed level 16
14th Haze 122nd year of Ascendancy at 03:25 see stats
By Ulfrik the Skeleton Cursed level 19
30th Haze 122nd year of Ascendancy at 18:13 see stats
By Ulfrik the Skeleton Cursed level 16
14th Haze 122nd year of Ascendancy at 14:50 see stats
By Ulfrik the Skeleton Cursed level 10
10th Flare 122nd year of Ascendancy at 03:16 see stats
By Ulfrik the Skeleton Cursed level 20
39th Haze 122nd year of Ascendancy at 18:50 see stats
By Ulfrik the Skeleton Cursed level 11
41st Dusk 122nd year of Ascendancy at 11:18 see stats
By Ulfrik the Skeleton Cursed level 21
42nd Haze 122nd year of Ascendancy at 06:26 see stats
By Ulfrik the Skeleton Cursed level 4
6th Mirth 122nd year of Ascendancy at 17:48 see stats
By Ulfrik the Skeleton Cursed level 16
14th Haze 122nd year of Ascendancy at 18:22 see stats
By Ulfrik the Skeleton Cursed level 4
8th Mirth 122nd year of Ascendancy at 08:49 see stats
By Ulfrik the Skeleton Cursed level 17
17th Haze 122nd year of Ascendancy at 23:03 see stats
By Ulfrik the Skeleton Cursed level 23
68th Haze 122nd year of Ascendancy at 18:28 see stats
Log
Grand Corruptor casts Virulent Disease.
Ulfrik takes fate by the hand.
Ulfrik is afflicted by a decrepitude disease!
Grand Corruptor misses Ulfrik.
Ulfrik misses Grand Corruptor.
Talent Frenzy is ready to use.
Ulfrik is no longer rampaging.
Decrepitude Disease from Grand Corruptor hits Ulfrik for 48 blight damage.
Rotting Disease from Grand Corruptor hits Ulfrik for 11 blight damage.
Weakness Disease from Grand Corruptor hits Ulfrik for 48 blight damage.
Grand Corruptor casts Blood Grasp.
Grand Corruptor's spell attains critical power!
Your hatred grows even as your life fades! (+30 hate)
Ulfrik begins rampaging!
Grand Corruptor drains life from Ulfrik!
Grand Corruptor's Blood Grasp hits Ulfrik for 383 blight damage.
Grand Corruptor receives 150 healing from Ulfrik.
Ulfrik uses Frenzy.
Grand Corruptor has been overwhelmed.
Ulfrik performs a melee critical strike against Grand Corruptor!
Your hate has conquered a great adversary! (+60 hate)
Your rampage is invigorated by your fierce attack! (+1 duration)
You feel your rampage slowing down. (-1 duration)
Ulfrik hits Grand Corruptor for 68 physical, 11 darkness, 5 fire, 66 physical, 11 darkness, 5 fire, 106 physical (271 total damage).
Ulfrik killed Grand Corruptor!
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving game...