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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 14 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by cutpurse at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:25 0 / 6Killed by rogue at level 14 on the 15th Dusk 122nd year of Ascendancy at 11:03 Killed by Shadow of Assassin Lord at level 14 on the 41st Dusk 122nd year of Ascendancy at 08:42 Killed by Assassin Lord at level 14 on the 41st Dusk 122nd year of Ascendancy at 10:36 Killed by thief at level 14 on the 41st Dusk 122nd year of Ascendancy at 12:43 Killed by Assassin Lord at level 14 on the 41st Dusk 122nd year of Ascendancy at 13:28 |
Primary Stats
| Strength | 35 (base 29) |
| Dexterity | 15 (base 10) |
| Constitution | 35 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 41 (base 28) |
| Cunning | 10 (base 10) |
Resources
| Life | -9/457 |
| Hate | 69/100 |
| Healing Factor | 0.23787329796893 |
| Regeneration | 6.7674953272161 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 20 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.85 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +26% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.92 (81.030927835052%) |
| Defense | 6.15 |
| Ranged Defense | 6.15 |
| Fatigue | 24 |
| Physical Save | 35.718151819006 |
| Spell Save | 17.15 |
| Mental Save | 26.393151819006 |
Defense: Resistances
| Lightning | + 8%( 70%) |
| Darkness | + 34%( 82%) |
| Temporal | + 8%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 10%( 71%) |
| Mind | -3%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 33% |
| Confusion Resistance | 20% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| 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 121 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 141 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| 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 infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 16.44 nature damage per turn and decreasing all heals received by 61%. Insidious Poison |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | 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. |
| beneficial effect | Stalking Assassin Lord. Bonus level 2: +9 attack, +12% melee damage, +1.00 hate/turn prey was hit. Stalking 661/999 +2 |
| detrimental effect | The target is poisoned, taking 17.97 nature damage per turn. Poison |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +20% physical damage, +10 physical save, +10 mental save, 18/18 damage shrugged off this turn) Rampaging |
| detrimental effect | The target is poisoned and sick, doing 16.44 nature damage per turn. All damage it does is reduced by 28%. Numbing Poison |
| beneficial effect | A flow of life spins around the target, regenerating 28.20 life per turn. Regeneration |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -3 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 Alchemists | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | grounding pair of rough leather boots (0 def, 1 armour) (Corpses) grounding pair of rough leather boots (0 def, 1 armour) (Corpses)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal Curse of Corpses A pair of boots made of leather. |
| On hands | Ivykira (0 def, 1 armour) (Nightmares) Ivykira (0 def, 1 armour) (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Physical save: +6 Stun/Freeze immunity: +5% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap 'Emelykira' (0 def, 1 armour) (Shrouds) rough leather cap 'Emelykira' (0 def, 1 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: -1% Changes stats: +2 Str / +2 Dex Maximum encumbrance: +10 Curse of Shrouds A cap made of leather. |
| Tool | 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 56 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| Around waist | Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | radiant dwarven-steel plate armour (5 def, 11 armour) (Madness) radiant dwarven-steel plate armour (5 def, 11 armour) (Madness)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Wil Damage when the wearer is hit: 10 light Changes resistances: +12% darkness / +14% blight Light radius: +1 Curse of Madness A suit of armour made of metal plates. |
| In main hand | acidic steel greatmaul of massacre (37-55.5 power, 2 apr) (Shrouds) acidic steel greatmaul of massacre (37-55.5 power, 2 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +9 acid Curse of Shrouds Massive two-handed maul. |
| 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: +44.00 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. |
| Cloak | regal linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) regal linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +3 Wil / +2 Con Mental save: +6 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. |
| Around neck | copper amulet of mastery (0.10 Cursed / Gloom) copper amulet of mastery (0.10 Cursed / Gloom)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cursed / Gloom Amulets can have magical properties. |
Inventory
phase door rune of the titan (range 8; power 22; dur 3) phase door rune of the titan (range 8; power 22; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution 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. |
cleansing steel amulet of mastery (0.12 Cursed / Endless hunt) cleansing steel amulet of mastery (0.12 Cursed / Endless hunt)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature / +13% blight Talent mastery: +0.12 Cursed / Endless hunt Poison immunity: +20% Disease immunity: +24% Amulets can have magical properties. |
mindweaver's copper amulet of willpower (+5) mindweaver's copper amulet of willpower (+5)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +6 Confusion immunity: +12% Mindpower: +6 Amulets can have magical properties. |
iron battleaxe (7-10.5 power, 1 apr) (Corpses) iron battleaxe (7-10.5 power, 1 apr) (Corpses)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 7.0 - 10.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
thought-forged iron greatmaul of massacre (23-34.5 power, 1 apr) (Madness) thought-forged iron greatmaul of massacre (23-34.5 power, 1 apr) (Madness)Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 30% mind When wielded/worn: Changes stats: +2 Wil Curse of Madness Massive two-handed maul. |
iron greatsword of erosion (11.5-18.4 power, 1 apr) (Madness) iron greatsword of erosion (11.5-18.4 power, 1 apr) (Madness)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 nature / +8 temporal Curse of Madness Massive two-handed swords. |
hateful steel waraxe of disruption (11.5-16.1 power, 3 apr) (Shrouds) hateful steel waraxe of disruption (11.5-16.1 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits: +6 darkness Damage against: +7% Undead / +7% Construct / +7% Humanoid Curse of Shrouds One-handed war axes. |
enveloping linen cloak of protection (6 def, 0 armour) (Corpses) enveloping linen cloak of protection (6 def, 0 armour) (Corpses)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +5 Mental save: +6 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. |
resilient linen cloak (1 def, 0 armour) (Shrouds) resilient linen cloak (1 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +30.00 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. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (Corpses) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (Corpses)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 Spellpower: +3 Curse of Corpses A pair of boots made of leather. |
hardened leather gloves 'Alesin' (0 def, 2 armour) (Nightmares) hardened leather gloves 'Alesin' (0 def, 2 armour) (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 9 blight Changes resistances: +12% blight Changes damage: +5% blight Mental save: +3 Stun/Freeze immunity: +10% Teleport immunity: +15% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding linen wizard hat of nature (+15%) (1 def, 0 armour) (Nightmares) grounding linen wizard hat of nature (+15%) (1 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% nature / +5% lightning / +5% temporal Changes damage: +10% nature Curse of Nightmares A pointy cloth hat, very wizardly... |
iron helm of strength (+2) (0 def, 3 armour) (Shrouds) iron helm of strength (+2) (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) (Shrouds) rough leather cap (0 def, 1 armour) (Shrouds)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Shrouds A cap made of leather. |
iron mail armour (2 def, 4 armour) (Nightmares) iron mail armour (2 def, 4 armour) (Nightmares)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
spiked steel mail armour of temporal resistance (2 def, 6 armour) (Corpses) spiked steel mail armour of temporal resistance (2 def, 6 armour) (Corpses)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 12 physical Changes resistances: +16% temporal Curse of Corpses A suit of armour made of mail. |
steel mail armour 'Pyrestone' (2 def, 6 armour) (Madness) steel mail armour 'Pyrestone' (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 11 physical Changes resistances: +3% blight / +6% fire Spell save: +3 Curse of Madness A suit of armour made of mail. |
spiked steel plate armour (4 def, 9 armour) (Shrouds) spiked steel plate armour (4 def, 9 armour) (Shrouds)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 10 physical Curse of Shrouds A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) (Misfortune) Coral Spray (8 def, 8 armour, 48 block) (Misfortune)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
5 agate 5 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. |
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. |
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. |
3 topaz 3 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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel 3 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. |
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. |
This item will automatically be transmogrified when you leave the level. preserving brass lantern of the forgepreserving brass lantern of the forge Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Damage when the wearer hits(melee): 11 dreamforge Damage when the wearer is hit: 10 dreamforge Changes resistances: +6% mind / +6% blight / +6% fire Life regen: +1.30 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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'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 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. |
amethyst 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. |
4 ametrine 4 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. |
3 citrine 3 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. |
5 zircon 5 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
Level 10
Got a character to level 10.By Grumpy the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 18:05 see stats
The Arena
Unlocked Arena mode.By Grumpy the Cornac Cursed level 9
1st Summertide 122nd year of Ascendancy at 23:42 see stats
The secret city
Discovered the truth about mages.By Grumpy the Cornac Cursed level 10
5th Flare 122nd year of Ascendancy at 04:38 see stats
Log
Insidious Poison from Assassin Lord hits Grumpy for 16 nature damage.
Grumpy uses Rampage.
Grumpy begins rampaging!
Grumpy misses Assassin Lord.
Your movements fuel your rampage! (+1 duration)
Assassin Lord casts Shadow Veil.
Assassin Lord is covered in a veil of shadows!
Assassin Lord hits Grumpy for 0 darkness, 0 darkness, 0 darkness, 1 acid (1 total damage).
Grumpy hits Assassin Lord for 4 light, 4 light (8 total damage).
Grumpy has shrugged off 18 damage and is ready for more.
Numbing Poison from Assassin Lord hits Grumpy for 0 nature damage.
Insidious Poison from Assassin Lord hits Grumpy for 13 nature damage.
Poison from Assassin Lord hits Grumpy for 14 nature damage.
Assassin Lord performs a melee critical strike against Grumpy!
Assassin Lord hits Grumpy for 5 darkness, 10 darkness, 3 darkness, 5 acid (23 total damage).
Grumpy hits Assassin Lord for 4 light, 4 light (8 total damage).
Grumpy uses Dominate.
You feel your rampage slowing down. (-1 duration)
Grumpy has shrugged off 18 damage and is ready for more.
Numbing Poison from Assassin Lord hits Grumpy for 0 nature damage.
Insidious Poison from Assassin Lord hits Grumpy for 16 nature damage.
Grumpy hits Assassin Lord for 23 physical, 4 acid (26 total damage).
Assassin Lord hits Grumpy for 8 physical damage.
Poison from Assassin Lord hits Grumpy for 17 nature damage.
Assassin Lord performs a melee critical strike against Grumpy!
Saving game...
