Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 8 on the 79th Pyre 122nd year of Ascendancy at 18:52 0 / 6Killed by The Shade at level 8 on the 3rd Mirth 122nd year of Ascendancy at 12:18 Killed by The Shade at level 8 on the 3rd Mirth 122nd year of Ascendancy at 13:33 Killed by Minotaur of the Labyrinth at level 12 on the 10th Flare 122nd year of Ascendancy at 05:41 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 65th Dusk 122nd year of Ascendancy at 14:28 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 65th Dusk 122nd year of Ascendancy at 17:08 |
Primary Stats
| Strength | 34 (base 32) |
| Dexterity | 12 (base 10) |
| Constitution | 39 (base 30) |
| Magic | 12 (base 10) |
| Willpower | 36 (base 34) |
| Cunning | 13 (base 10) |
Resources
| Life | -1/501 |
| Hate | 63/100 |
| Healing Factor | 0.86872270225032 |
| Regeneration | 30.726721978594 |
Speed
| Mental | +54.868570238343% |
| Attack | 0% |
| Movement | +342.92856398964% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 18 |
| Crit Chance | 34% |
| APR | 18 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.2 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Physical | +47% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 15 (50%) |
| Defense | 11.9 |
| Ranged Defense | 12.9 |
| Fatigue | 4 |
| Physical Save | 42.287749521696 |
| Spell Save | 25.041192023323 |
| Mental Save | 32.415432259222 |
Defense: Resistances
| All | + 6%( 70%) |
| Darkness | + 21%( 86%) |
| Mind | + 3%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Bleed Resistance | 40% |
| Confusion Resistance | 41% |
| Fear Resistance | 45% |
| Poison Resistance | 40% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 144 life. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Strength stat. |
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 167 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/10 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Chant of Fortitude |
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
| beneficial effect | Stalking The Fragmented Essence of Harkor'Zun. Bonus level 2: +15 attack, +20% melee damage, +1.00 hate/turn prey was hit. Stalking 363/773 +2 |
| beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 4, Cursed Aura Curse of Shrouds 4Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Level 1: Nightwalker: +16 Darkness Resistance, +16% Max Darkness Resistance, +10 See Invisible Level 2: -1 Luck, +7 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Level 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. |
| beneficial effect | A flow of life spins around the target, regenerating 35.12 life per turn. Regeneration |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | The target is rampaging! (+343% movement speed, +55% attack speed, +42% physical damage, +21 physical save, +21 mental save, 35/35 damage shrugged off this turn) Rampaging |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Wrathroot. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | 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 within1 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 | Weepwrecker (0 def, 1 armour) (Shrouds) Weepwrecker (0 def, 1 armour) (Shrouds)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 6 nature Changes resistances: +9% blight Changes resistances penetration: +5% nature Changes damage: +6% blight Curse of Shrouds A pair of boots made of leather. |
| On hands | Flamewrought (0 def, 2 armour) (Madness) Flamewrought (0 def, 2 armour) (Madness)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Madness It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Description: Spits a bolt of fire doing 29.48 fire damage. The damage will increase with mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | rough leather cap of constitution (+2) (0 def, 1 armour) (Shrouds) rough leather cap of constitution (+2) (0 def, 1 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Curse of Shrouds A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savior's steel ring of blasting savior's steel ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 lightning / 5 physical Damage when the wearer is hit: 4 lightning / 4 physical Physical save: +8 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| On fingers | treant's copper ring treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature Physical save: +5 Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
| Around neck | steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 2.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Mardysus (49.5-79.2 power, 3 apr) (Corpses) Mardysus (49.5-79.2 power, 3 apr) (Corpses)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Armour penetration: +10 Physical crit. chance: +29.0% Physical power: +12 Changes resistances: +6% fire / +6% temporal Critical mult.: +17.00% Curse of Corpses Massive two-handed swords. |
| Main armor | Eel-skin armour (10 def, 1 armour) (Misfortune) Eel-skin armour (10 def, 1 armour) (Misfortune)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Misfortune It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 35.19 to 105.57 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Wrap of Stone (0 def, 10 armour) (Corpses) Wrap of Stone (0 def, 10 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 Curse of Corpses It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is Spell: true Description: Entomb yourself in a wall of stone for 3 turns. At level 4 it becomes targetable. Duration will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Inventory
steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +8 Confusion immunity: +24% Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (17.5-26.25 power, 2 apr) (Nightmares)steel battleaxe (17.5-26.25 power, 2 apr) (Nightmares) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% Curse of Misfortune It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 25 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, fire damage) (Misfortune)ash magestaff (15-18 power, 3 apr, fire damage) (Misfortune) Requires: - Magic 16 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: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather cap of constitution (+5) (0 def, 3 armour) (Corpses)insulating hardened leather cap of constitution (+5) (0 def, 3 armour) (Corpses) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +8% cold / +7% fire Curse of Corpses A cap made of leather. |
Thalore-Wood Cuirass (4 def, 10 armour) (Madness) Thalore-Wood Cuirass (4 def, 10 armour) (Madness)Requires: - Strength 24 - Talent Armour Training (level 4) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Madness Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
5 opal 5 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. |
2 topaz 2 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. |
miner's iron pickaxe (dig speed 40 turns) miner's iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +2 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. pouch of steel shots (19/19, 17.5-21 power, 2 apr)pouch of steel shots (19/19, 17.5-21 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rapid the Cornac Cursed level 17
41st Dusk 122nd year of Ascendancy at 04:51 see stats
Level 10
Got a character to level 10.By Rapid the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 18:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rapid the Cornac Cursed level 17
51st Dusk 122nd year of Ascendancy at 18:20 see stats
The Arena
Unlocked Arena mode.By Rapid the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 16:00 see stats
Log
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
The Fragmented Essence of Harkor'Zun hits Rapid for 58 acid damage.
Rapid hits The Fragmented Essence of Harkor'Zun for 43 physical, 4 physical, 4 lightning, 6 nature damage (total 55.98).
The Fragmented Essence of Harkor'Zun uses Constrict.
The Fragmented Essence of Harkor'Zun performs a critical strike!
Your hatred grows even as your life fades! (+7 hate)
Rapid begins rampaging!
Rapid shrugs off the effect 'Constricted'!
Your hatred grows even as your life fades! (+4 hate)
Rapid has shrugged off 35 damage and is ready for more.
The Fragmented Essence of Harkor'Zun hits Rapid for 83 acid damage.
The Fragmented Essence of Harkor'Zun hits Rapid for 21 acid damage.
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
Rapid hits The Fragmented Essence of Harkor'Zun for 4 physical, 4 lightning, 17 blight, 3 light damage (total 26.83).
The Fragmented Essence of Harkor'Zun hits Rapid for 55 acid damage.
The Fragmented Essence of Harkor'Zun is being stalked by Rapid!
Your movements fuel your rampage! (+1 duration)
Rapid hits The Fragmented Essence of Harkor'Zun for 76 physical, 5 physical, 4 lightning, 6 nature damage (total 90.02).
Rapid uses Harass Prey.
The Fragmented Essence of Harkor'Zun has been harassed.
The Fragmented Essence of Harkor'Zun's Rush is disrupted!
Rapid misses The Fragmented Essence of Harkor'Zun.
You feel your rampage slowing down. (-1 duration)
Rapid hits The Fragmented Essence of Harkor'Zun for 46 physical, 5 physical, 4 lightning, 6 nature damage (total 60.65).
The Fragmented Essence of Harkor'Zun misses Rapid.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
