Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Misc objects Addon 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 23 / 54% |
Size | big |
Lifes / Deaths | Killed by Zaam the halfling at level 6 on the 7th Dusk 122nd year of Ascendancy at 19:06 0 / 6Killed by Simimel the halfling at level 8 on the 40th Dusk 122nd year of Ascendancy at 06:40 Killed by Currr at level 8 on the 41st Dusk 122nd year of Ascendancy at 16:27 Killed by Ce'Nuriranne the shadow claw at level 13 on the 76th Dusk 122nd year of Ascendancy at 22:02 Killed by forge-giant at level 20 on the 16th Regrowth 123rd year of Ascendancy at 14:51 Killed by Ivira the elder vampire at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 16:00 |
Antimagic | Follower |
Primary Stats
Strength | 69 (base 48) |
Dexterity | 71 (base 48) |
Constitution | 55 (base 48) |
Magic | 49 (base 48) |
Willpower | 64 (base 48) |
Cunning | 63 (base 48) |
Resources
Mana | 457/502 |
Equilibrium | 20 |
Life | -31/827 |
Stamina | 339/339 |
Hate | 100/100 |
Healing Factor | 1.5171825690607 |
Regeneration | 16.946929296408 |
Speed
Mental | +54.868570238343% |
Attack | 0% |
Movement | +387.22142038861% |
Spell | 0% |
Global | +147.5% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
See Stealth | 16 |
See Invisible | 19 |
Offense: Mainhand
Damage | 114 |
Accuracy | 70 |
Crit Chance | 19% |
APR | 10 |
Speed | 0.58 |
Offense: Offhand
Damage | 62 |
Accuracy | 68 |
Crit Chance | 19% |
APR | 37 |
Speed | 0.65 |
Offense: Spell
Spellpower | 34.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Blight | +23% |
Physical | +61% |
Mind | +23% |
All | +19% |
Defense: Base
Armour (hardiness) | 26 (60%) |
Defense | 39.225 |
Ranged Defense | 46.483333333333 |
Fatigue | 1.5 |
Physical Save | 54.243621506148 |
Spell Save | 33.925 |
Mental Save | 58.593621506148 |
Defense: Resistances
Mind | + 41%( 70%) |
Acid | + 44%( 70%) |
Darkness | + 25%( 74%) |
Nature | + 38%( 70%) |
Blight | + 56%( 70%) |
Physical | + 31%( 73%) |
Cold | + 45%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Pinning Resistance | 5% |
Confusion Resistance | 77% |
Fear Resistance | 75% |
Knockback Resistance | 85% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/5)
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Daunting Presence |
talent | Elemental Harmony |
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% 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 | The target is hunting creatures of type / sub-type: humanoid / human with 100% effectiveness. Kills: 60 / 113 kills, Damage: +16% / +37%, Attack: +7 / +18, Stun: -- / 7.6%, Outmaneuver: 9.8% / 24.5% Predator |
beneficial effect | The target is recovering 9 life each turn and its healing modifier has been increased by 22%. Recovery |
beneficial effect | The target is rampaging! (+343% movement speed, +55% attack speed, +42% physical damage, +21 physical save, +21 mental save, 55/55 damage shrugged off this turn) Rampaging |
beneficial effect | Horrible visions fill your mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 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 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | You gain 28% resistance against acid. Resolve |
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 | Increases global speed by 48%. Elemental Harmony |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 19%. Strength and Willpower are increased by 9. Poisons and diseases have a 24% chance of being neutralized each turn. Cursed Form |
beneficial effect | Mayhem and destruction seem to follow you. Level 3, Cursed Aura Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -1 Luck, +5 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 mimicking a previous victim. (+4 Strength, +9 Dexterity, +1 Magic, +2 Willpower, +7 Cunning, +2 Constitution) Mimic |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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. |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Poluldamina the mountain troll. Escort: repented thief (level 3 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 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 changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
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 have explored the Heart of the Gloom and slain the Withering Thing. | 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 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: 84. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bear paw. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * '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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 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 | traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) (Nightmares) traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +4 Fatigue: -2% Maximum encumbrance: +30 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Pouch of the Subconscious (10/10, 38-45.6 power, 15 apr) Pouch of the Subconscious (10/10, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 10 When this weapon hits: Reload (50% chance level 1). Damage when this weapon hits(ranged): +20 mind You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 See stealth: +6 See invisible: +5 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 | miner's rough leather cap of dexterity (+3) (0 def, 3 armour) (Misfortune) miner's rough leather cap of dexterity (+3) (0 def, 3 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +2 Curse of Misfortune A cap made of leather. |
On hands | Chaladodir (0 def, 7 armour) (Shrouds) Chaladodir (0 def, 7 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +7 Ranged Defense: +6 Changes stats: +3 Dex Changes resistances: +3% blight Mental save: +7 Blindness immunity: +10% Pinning immunity: +5% Life regen: +1.20 Stamina each turn: +0.50 Psi each turn: +0.19 Maximum life: +48.00 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
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 | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
On fingers | savage's gold ring of mental power savage's gold ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +7 Maximum stamina: +15.00 Mindpower: +5 Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | quick stralite longsword (36.5-51.1 power, 5 apr) (Madness) quick stralite longsword (36.5-51.1 power, 5 apr) (Madness)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 90% When wielded/worn: Accuracy: +5 Changes stats: +2 Dex Curse of Madness Sharp, long, and deadly. |
Around waist | Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
In off hand | horrifying pulsing mindstar of balance (12.5-13.75 power, 32 apr, mind damage) (Corpses) horrifying pulsing mindstar of balance (12.5-13.75 power, 32 apr, mind damage) (Corpses)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 mind / 3 darkness Changes damage: +4% mind / +6% darkness Physical save: +3 Spell save: +2 Mental save: +4 Equilibrium when hit: +1.00 Mindpower: +4 Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | thick linen cloak of stability (1 def, 6 armour) (Corpses) thick linen cloak of stability (1 def, 6 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +10% cold Physical save: +5 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Behemoth Hide (4 def, 6 armour) (Nightmares) Behemoth Hide (4 def, 6 armour) (Nightmares)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 Curse of Nightmares A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
caustic dwarven-steel longsword (25.5-35.7 power, 4 apr) (Misfortune) caustic dwarven-steel longsword (25.5-35.7 power, 4 apr) (Misfortune)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 33% acid blind When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.50 Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Jetshaper (10-11 power, 24 apr, nature damage) (Misfortune)Jetshaper (10-11 power, 24 apr, nature damage) (Misfortune) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 darkness When wielded/worn: Damage when the wearer is hit: 4 blight Changes resistances penetration: +10% arcane / +10% blight Changes damage: +3% arcane Mindpower: +3 Mental crit. chance: +3% Damage Shield penetration: +20% Resist all after a teleport: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage) (Corpses) resonating thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage) (Corpses)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% mind Changes resistances penetration: +3% mind Changes damage: +7% mind Life regen: +0.70 Psi when hit: +1.10 Maximum life: +15.00 Mindpower: +3 Mental crit. chance: +3% Damage Resonance (when hit): +5% Curse of Corpses It can be used to completes a psionic powered mindstar set, placing all other charms into a 12 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Growthglean (34.5-48.3 power, 5 apr) (Shrouds) Growthglean (34.5-48.3 power, 5 apr) (Shrouds)Requires: - Cunning 24 Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 34.5 - 48.3 Uses stats: 40% Dex, 60% Cun Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +20 insidious poison When wielded/worn: Accuracy: +8 Defense: +9 Damage when the wearer is hit: 12 nature / 12 acid Changes resistances penetration: +5% nature Changes damage: +6% acid Curse of Shrouds Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel rapier (20-28 power, 5 apr) (Madness)dwarven-steel rapier (20-28 power, 5 apr) (Madness) Requires: - Cunning 24 3.00 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 20.0 - 28.0 Uses stats: 60% Cun, 40% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Curse of Madness Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. psychic's hardened leather whip of crippling (16.5-18.15 power, 4 apr) (Corpses)psychic's hardened leather whip of crippling (16.5-18.15 power, 4 apr) (Corpses) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 16.5 - 18.2 Uses stat: 90% Dex Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.5% Attack speed: 80% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Cun / +2 Wil Mindpower: +11 Curse of Corpses Sharp, long and deadly. |
This item will automatically be transmogrified when you leave the level. focusing silk robe of corrosion (+18%) (3 def, 0 armour) (Madness)focusing silk robe of corrosion (+18%) (3 def, 0 armour) (Madness) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +18% acid Changes damage: +12% acid Mana each turn: +0.21 Psi each turn: +0.13 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. The Untouchable (12 def, 10 armour) (Misfortune)The Untouchable (12 def, 10 armour) (Misfortune) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +10 Defense: +12 Changes stats: +5 Cun Curse of Misfortune This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour) (Nightmares)hardened leather armour (3 def, 6 armour) (Nightmares) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (8 def, 2 armour, 86.5 block) (Misfortune)dwarven-steel shield (8 def, 2 armour, 86.5 block) (Misfortune) Requires: - Strength 24 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Talent granted: +3 Block Curse of Misfortune Handheld deflection devices |
73 alchemist agate 73 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. |
4 onyx 4 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 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 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% 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. |
3 emerald 3 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
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. |
3 garnet 3 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% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 114 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. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
4 quartz 4 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% When used as an alchemist bomb: Additional 10 spell knockback damage Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Additional 1 lite damage Gems can be sold for money or used in arcane rituals. |
citrine 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 When used as an alchemist bomb: Bomb thrown range +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 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By Currr the Thalore Cursed level 20
8th Decay 122nd year of Ascendancy at 08:19 see stats
By Currr the Thalore Cursed level 12
71st Dusk 122nd year of Ascendancy at 10:45 see stats
By Currr the Thalore Cursed level 7
11st Dusk 122nd year of Ascendancy at 22:23 see stats
By Currr the Thalore Cursed level 15
9th Haze 122nd year of Ascendancy at 08:02 see stats
By Currr the Thalore Cursed level 17
22nd Haze 122nd year of Ascendancy at 01:03 see stats
By Currr the Thalore Cursed level 15
9th Haze 122nd year of Ascendancy at 16:18 see stats
By Currr the Thalore Cursed level 19
30th Haze 122nd year of Ascendancy at 18:28 see stats
By Currr the Thalore Cursed level 10
42nd Dusk 122nd year of Ascendancy at 19:16 see stats
By Currr the Thalore Cursed level 20
6th Decay 122nd year of Ascendancy at 02:06 see stats
By Currr the Thalore Cursed level 18
23rd Haze 122nd year of Ascendancy at 17:08 see stats
By Currr the Thalore Cursed level 17
21st Haze 122nd year of Ascendancy at 23:45 see stats
By Currr the Thalore Cursed level 20
5th Regrowth 123rd year of Ascendancy at 07:36 see stats
By Currr the Thalore Cursed level 10
52nd Dusk 122nd year of Ascendancy at 08:27 see stats
By Currr the Thalore Cursed level 13
74th Dusk 122nd year of Ascendancy at 11:46 see stats
By Currr the Thalore Cursed level 13
75th Dusk 122nd year of Ascendancy at 00:38 see stats
By Currr the Thalore Cursed level 13
75th Dusk 122nd year of Ascendancy at 00:38 see stats
Log
Currr's mind surges with critical power!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Master vampire has been overwhelmed.
Currr's mind surges with critical power!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr's mind surges with critical power!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr's mind surges with critical power!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Currr is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...