Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 11 / 82% |
Size | medium |
Lifes / Deaths | Killed by Aerylle the war bear at level 10 on the 5th Dusk 122nd year of Ascendancy at 17:31 2 / 3Killed by Saliba the halfling gardener at level 11 on the 12nd Dusk 122nd year of Ascendancy at 03:43 Killed by HELP I'M BURNING at level 11 on the 12nd Dusk 122nd year of Ascendancy at 03:48 |
Primary Stats
Strength | 41 (base 25) |
Dexterity | 19 (base 10) |
Constitution | 24 (base 10) |
Magic | 9 (base 10) |
Willpower | 41 (base 32) |
Cunning | 16 (base 10) |
Resources
Life | 365/365 |
Hate | 100/100 |
Healing Factor | 1.2130366856122 |
Regeneration | 4.4275839024846 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 5 |
See Invisible | 17 |
Offense: Mainhand
Damage | 76 |
Accuracy | 34 |
Crit Chance | 4% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 27.55 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 57.92 (81.030927835052%) |
Defense | 10.55 |
Ranged Defense | 12.55 |
Fatigue | 19 |
Physical Save | 26.525 |
Spell Save | 23.4 |
Mental Save | 30.125 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 27% |
Pinning Resistance | 10% |
Confusion Resistance | 0% |
Blind Resistance | 32% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 172.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 52. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 within57 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Tulaldil' (0 def, 6 armour) (Misfortune) pair of rough leather boots 'Tulaldil' (0 def, 6 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Pinning immunity: +10% Maximum life: +30.00 Infravision radius: +1 Curse of Misfortune A pair of boots made of leather. |
Light source | brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap of constitution (+5) (0 def, 3 armour) (Nightmares) hardened leather cap of constitution (+5) (0 def, 3 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Curse of Nightmares A cap made of leather. |
Tool | Zuroddatar the steel torque of clear mind [power 2] (14 cooldown) Zuroddatar the steel torque of clear mind [power 2] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +3 Cun It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Belirion the Umbralore Belirion the UmbraloreCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +28 Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +7 Str Changes resistances penetration: +5% blight Changes damage: +3% blight / +3% darkness Stun/Freeze immunity: +27% Life regen: +2.50 Rings can have magical properties. |
On fingers | stralite ring 'Getyragund' stralite ring 'Getyragund'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to gain 10% of a turn * 22% chance to blind Effects on ranged hit: * 10% chance to blind Damage when hit (Melee): 4 temporal Changes resistances penetration: +5% arcane Changes damage: +9% temporal Maximum encumbrance: +27 Physical save: +11 Spell save: +10 Mental save: +10 Rings can have magical properties. |
Around waist | grounding rough leather belt of life (Misfortune) grounding rough leather belt of life (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Life regen: +0.90 Healing mod.: +12% Curse of Misfortune A belt that goes around your waist. |
In main hand | Olokhad the Nightrend (40.5-60.75 power, 3 apr) (Shrouds) Olokhad the Nightrend (40.5-60.75 power, 3 apr) (Shrouds)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +8 physical / +16 darkness Damage against: +14% Living When wielded/worn: Armour penetration: +12 Physical crit. chance: +2.0% Physical power: +8 Changes resistances penetration: +12% physical Changes damage: +9% darkness / +13% physical Healing mod.: +10% Curse of Shrouds Massive two-handed mauls. |
On hands | psychic's rough leather gloves of dexterity (+2) (0 def, 1 armour) (Shrouds) psychic's rough leather gloves of dexterity (+2) (0 def, 1 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Damage (Melee): 6 mind Changes stats: +2 Dex Changes resistances: +6% mind Changes damage: +4% mind Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Islowe the Glitterfear (4 def, 9 armour) (Madness) Islowe the Glitterfear (4 def, 9 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 temporal Changes resistances: +6% mind Mental save: +11 Light radius: +2 Curse of Madness A suit of armour made of metal plates. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses) resilient linen cloak of Iron Throne (1 def, 0 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Maximum life: +31.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Velebressra the Jetbreacher Velebressra the JetbreacherInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +4 Dex / +5 Wil Changes resistances: +12% light / +14% darkness Changes resistances penetration: +10% darkness Changes damage: +12% mind Blindness immunity: +32% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Inventory
movement infusion of the wizard (475% speed; 6 turns) movement infusion of the wizard (475% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Samutoldir SamutoldirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict damage reduction Changes stats: +7 Dex / +4 Mag / +5 Cun / +3 Con Changes damage: +6% light / +6% darkness Life regen: +0.50 Stamina each turn: +0.60 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Movement speed: +10% Amulets can have magical properties. |
clarifying gold amulet of dexterity (+3) clarifying gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% mind Confusion immunity: +20% Amulets can have magical properties. |
iron battleaxe (12-18 power, 1 apr) (Misfortune) iron battleaxe (12-18 power, 1 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 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 Misfortune Massive two-handed battleaxes. |
Ebonybliss (19.5-25.35 power, 7 apr) (Nightmares) Ebonybliss (19.5-25.35 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 2) on crit: +7 fire When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Changes stats: +1 Wil / +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% temporal / +10% darkness / +6% fire Critical mult.: +11.00% Spellpower: +7 Global speed: +2% Curse of Nightmares Sharp, short and deadly. |
Issuhad (56-84 power, 2 apr) (Madness) Issuhad (56-84 power, 2 apr) (Madness)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * 25% chance to remove a magical effect Damage (Melee): +14 nature When wielded/worn: Damage when hit (Melee): 14 nature slow Changes stats: +1 Cun / +1 Wil Grants telepathy: Dragon Maximum hate: +2.00 Mindpower: +2 Curse of Madness Massive two-handed mauls. |
arcing dwarven-steel greatmaul of vileness (42.5-63.75 power, 2 apr) (Misfortune) arcing dwarven-steel greatmaul of vileness (42.5-63.75 power, 2 apr) (Misfortune)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +17 blight / +10 lightning Curse of Misfortune Massive two-handed mauls. |
cashmere cloak of Eldoral (2 def, 0 armour) (Corpses) cashmere cloak of Eldoral (2 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun / +1 Dex 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. |
thick linen cloak of protection (1 def, 6 armour) (Nightmares) thick linen cloak of protection (1 def, 6 armour) (Nightmares)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +12% cold Spell save: +5 Mental save: +6 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. |
This item will automatically be transmogrified when you leave the level. Swampwinter (0 def, 1 armour) (Shrouds)Swampwinter (0 def, 1 armour) (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 nature Changes resistances: +3% acid Spellpower: +4 Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Adyra the steel mail armour (2 def, 6 armour) (Misfortune)Adyra the steel mail armour (2 def, 6 armour) (Misfortune) 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% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +17% acid Changes damage: +6% temporal Curse of Misfortune A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) (Corpses) iron mail armour (2 def, 4 armour) (Corpses)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 Corpses A suit of armour made of mail. |
steel mail armour of command (9 def, 10 armour) (Misfortune) steel mail armour of command (9 def, 10 armour) (Misfortune)Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes stats: +2 Cun Mental save: +11 Curse of Misfortune A suit of armour made of mail. |
impenetrable iron plate armour of stability (3 def, 14 armour) (Shrouds) impenetrable iron plate armour of stability (3 def, 14 armour) (Shrouds)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +20% Changes resistances: +6% physical Physical save: +11 Curse of Shrouds A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of acid resistance (5 def, 11 armour) (Corpses) prismatic dwarven-steel plate armour of acid resistance (5 def, 11 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +17% acid / +12% light / +12% darkness Curse of Corpses A suit of armour made of metal plates. |
61 alchemist agate 61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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. |
lapis lazuli 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. |
opal 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. |
spinel 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. |
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 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. |
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. |
ametrine 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. |
zircon 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
By HELP I'M BURNING the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 13:10 see stats
By HELP I'M BURNING the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 13:08 see stats
By HELP I'M BURNING the Thalore Cursed level 11
9th Dusk 122nd year of Ascendancy at 22:27 see stats
Log
HELP I'M BURNING uses Dominate.
Saliba the halfling gardener has been dominated!
Saliba the halfling gardener is invigorated by the attack!
Saliba the halfling gardener is invigorated by the attack!
Saliba the halfling gardener shrugs off the effect 'Numbing Darkness'!
You feel your rampage slowing down. (-1 duration)
Saliba the halfling gardener shares damage with his oozes!
Saliba the halfling gardener hits HELP I'M BURNING for 2 physical damage.
HELP I'M BURNING hits Saliba the halfling gardener for 124 physical, 12 lightning, 10 physical, 8 darkness, 3 mind (157 total damage).
Saliba the halfling gardener uses Acid Splash.
Your hatred grows even as your life fades! (+8 hate)
Saliba the halfling gardener hits HELP I'M BURNING for 72 acid damage.
HELP I'M BURNING the level 11 thalore cursed was scalded to death by Saliba the halfling gardener on level 1 of Derth.
You have 2 life(s) left.
HELP I'M BURNING deactivates Stalk.
You feel your rampage slowing down. (-1 duration)
HELP I'M BURNING is no longer poisoned.
HELP I'M BURNING is no longer rampaging.
HELP I'M BURNING speeds up.
HELP I'M BURNING deactivates Gloom.
HELP I'M BURNING stops regenerating health quickly.
HELP I'M BURNING is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Saliba the halfling gardener killed HELP I'M BURNING!
Saving done.
Talent Rune: Acid Wave is ready to use.
Saving game...