Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 20 / 5% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 77th Pyre 122nd year of Ascendancy at 05:43 1 / 4Killed by Nerudann the copperhead snake at level 7 on the 1st Mirth 122nd year of Ascendancy at 07:10 Killed by armoured skeleton warrior at level 16 on the 60th Dusk 122nd year of Ascendancy at 04:55 Killed by Layanor the sandworm at level 16 on the 69th Dusk 122nd year of Ascendancy at 10:44 |
Primary Stats
Strength | 53 (base 46) |
Dexterity | 25.340449927278 (base 10) |
Constitution | 26.340449927278 (base 16) |
Magic | 10 (base 10) |
Willpower | 42 (base 37) |
Cunning | 15 (base 10) |
Resources
Life | 710/710 |
Hate | 50/100 |
Healing Factor | 1.3140655509381 |
Regeneration | 14.389017782772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 10.340449927278 |
Offense: Mainhand
Damage | 105 |
Accuracy | 37 |
Crit Chance | 3% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +2% |
Temporal | +2% |
Blight | +9% |
Mind | +2% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Physical | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 39.317011280365 (72.903125182002%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 21 |
Physical Save | 30 |
Spell Save | 21 |
Mental Save | 25 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 11%( 70%) |
All | + 3%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Mind | 0%( 70%) |
Darkness | + 31%( 79%) |
Fire | + 27%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 39% |
Fear Resistance | 28% |
Poison Resistance | 23% |
Disarm Resistance | 30% |
Bleed Resistance | 50% |
Teleport Resistance | 10% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 58.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 51% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 20% of the time and arcane sustains have a 2.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)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, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 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 | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +0 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 30 mind and 30 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 47 Mind damage, and deal 46 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * You've found the needed red crystal shard. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Glorynne' (Madness) (0 def, 7 armour) pair of dwarven-steel boots 'Glorynne' (Madness) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% mind / +6% darkness Changes damage: +3% mind Silence immunity: +20% Knockback immunity: +10% Teleport immunity: +10% Infravision radius: +2 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +41.00 Light radius: +3 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 'Corruptiondash' (Shrouds) (15 def, 5 armour) hardened leather cap 'Corruptiondash' (Shrouds) (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +8 Physical crit. chance: +2.0% Armour: +5 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances penetration: +10% nature Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 164.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | supercharged steel torque of mindblast [power 210] (18 cooldown) supercharged steel torque of mindblast [power 210] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 216 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +5.00 Maximum life: +43.00 Healing mod.: +11% Rings make your fingers look great! |
On fingers | Glorobeth the steel ring Glorobeth the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +2 Wil Changes resistances: +10% blight Changes damage: +10% blight / +3% temporal Mental save: +6 (+3 eff.) Confusion immunity: +24% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Adetha the rough leather belt (Shrouds) Adetha the rough leather belt (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +3 Dex / +1 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight / +10% physical Life regen: +0.70 Healing mod.: +10% Curse of Shrouds A belt that goes around your waist. |
In main hand | Sulfuroracle the dwarven-steel greatmaul (Misfortune) (54-81 power, 2 apr) Sulfuroracle the dwarven-steel greatmaul (Misfortune) (54-81 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness / +5% arcane / +6% blight / +15% fire / +3% nature / +3% light Curse of Misfortune Massive two-handed mauls. |
On hands | Spiderdash the dwarven-steel gauntlets (Madness) (5 def, 2 armour) Spiderdash the dwarven-steel gauntlets (Madness) (5 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 50% * 20% chance to reduce armor by 10% Changes stats: +2 Con Changes resistances: +15% blight Physical save: +15 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +30% Life regen: +2.00 Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Madness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Camarak the dwarven-steel mail armour (Madness) (28 def, 17 armour) Camarak the dwarven-steel mail armour (Madness) (28 def, 17 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +28 (+9 eff.) Fatigue: +12% Changes resistances: +11% acid / +8% cold / +3% fire Allows you to breathe in: water Critical mult.: +5.00% Life regen: +3.00 Maximum life: +28.00 Healing mod.: +10% Curse of Madness A suit of armour made of mail. |
Cloak | linen cloak 'Naturepiety' (Nightmares) (1 def, 0 armour) linen cloak 'Naturepiety' (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% acid / +3% temporal / +9% nature / +3% lightning Changes resistances penetration: +5% nature Changes damage: +3% light Maximum life: +30.00 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. |
Around neck | cleansing steel amulet of healing cleansing steel amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +12% blight Poison immunity: +23% Disease immunity: +25% Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 23%; physical; dur 4; cd 11) wild infusion of the psychic (res 23%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 nature talent. |
Prismatic Rune (6 turns; acid, physical, temporal, fire) Prismatic Rune (6 turns; acid, physical, temporal, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 temporal, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 234; dur 4; cd 14) shielding rune of the titan (absorb 234; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 4 turns. 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 spell talent. |
Singeknight the copper amulet Singeknight the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% acid / +9% fire / +3% temporal Knockback immunity: +20% Amulets make your neck look great! |
Earthglamour the copper ring (Corpses) Earthglamour the copper ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 2 mind Changes resistances: +11% mind Changes damage: +11% mind Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
copper ring of light (+20%) (Shrouds) copper ring of light (+20%) (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
Blasttouch the dwarven-steel greatmaul (Shrouds) (42-63 power, 2 apr) Blasttouch the dwarven-steel greatmaul (Shrouds) (42-63 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 darkness Damage (radius 1) on hit: +8 lightning Damage against: +19% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Damage when hit (Melee): 6 lightning Changes resistances penetration: +25% darkness / +5% lightning Changes damage: +9% acid Curse of Shrouds Massive two-handed mauls. |
dwarven-steel greatsword 'Erelonik' (Corpses) (36-57 power, 2 apr) dwarven-steel greatsword 'Erelonik' (Corpses) (36-57 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 cold When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +1% physical / +6% mind / +6% darkness Spell save: +3 (+1 eff.) Life regen: +4.00 Curse of Corpses Massive two-handed swords. |
pair of iron boots 'Shockbringer' (Shrouds) (0 def, 5 armour) pair of iron boots 'Shockbringer' (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+4 eff.) Armour: +5 Fatigue: +2% Changes stats: +3 Dex Changes resistances penetration: +5% lightning / +5% nature Critical mult.: +5.00% Infravision radius: +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic iron gauntlets of regeneration (Corpses) (0 def, 4 armour) heroic iron gauntlets of regeneration (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Mental save: +6 (+3 eff.) Life regen: +1.80 Stamina each turn: +0.30 Psi each turn: +0.10 Maximum life: +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Deepsserpent (Madness) (6 def, 2 armour) Deepsserpent (Madness) (6 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Changes stats: +1 Str Changes resistances: +9% fire / +6% darkness / +15% cold Changes damage: +10% cold Curse of Madness A pointy cloth hat, very wizardly... |
agate 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
125 alchemist agate 125 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. |
3 aquamarine 3 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 Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Shadetrail' (dig speed 38 turns) iron pickaxe 'Shadetrail' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +1 Str / +1 Dex / +5 Mag / +1 Con Changes resistances: +11% nature Changes damage: +5% nature Reduces incoming crit damage: 5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 after 40 turns Activation costs 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) Activation costs 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. |
Unrehor the elm totem of stinging [power 110] (15 cooldown) Unrehor the elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +3% mind Changes resistances penetration: +15% acid Only die when reaching: -20.00 life Healing mod.: +5% It can be used to sting an enemy dealing 109 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sehrus the Cornac Cursed level 16
59th Dusk 122nd year of Ascendancy at 06:43 see stats
By Sehrus the Cornac Cursed level 19
75th Dusk 122nd year of Ascendancy at 22:41 see stats
By Sehrus the Cornac Cursed level 10
8th Dusk 122nd year of Ascendancy at 14:28 see stats
By Sehrus the Cornac Cursed level 20
76th Dusk 122nd year of Ascendancy at 09:38 see stats
By Sehrus the Cornac Cursed level 15
34th Dusk 122nd year of Ascendancy at 10:41 see stats
By Sehrus the Cornac Cursed level 16
40th Dusk 122nd year of Ascendancy at 23:04 see stats
Log
You gain 2.62 gold from the transmogrification of deadly pouch of dwarven-steel shots of vileness (10/16, 40-48 power, 3 apr).
You gain 2.05 gold from the transmogrification of arcing pouch of steel shots of wind (21/21, 17-21 power, 2 apr).
You gain 13.35 gold from the transmogrification of quiver of ash arrows 'Galebile' (17/17, 31-44 power, 7 apr).
You gain 0.50 gold from the transmogrification of steel shield (Corpses) (0 def, 4 armour, 14-17 power, 40 block).
You gain 3.39 gold from the transmogrification of coruscating iron shield (Madness) (0 def, 2 armour, 9-10 power, 23 block).
You gain 1.00 gold from the transmogrification of Wrathroot's Barkwood (Shrouds) (9 def, 10 armour, 27-37 power, 60 block).
You gain 1.55 gold from the transmogrification of hardened leather armour of lightning resistance (Corpses) (9 def, 6 armour).
You gain 1.18 gold from the transmogrification of cured leather armour of spell shielding (Nightmares) (6 def, 4 armour).
You gain 1.54 gold from the transmogrification of linen wizard hat of balance (Madness) (1 def, 0 armour).
You gain 1.27 gold from the transmogrification of storm hardened leather gloves (Nightmares) (0 def, 2 armour).
You gain 5.17 gold from the transmogrification of wanderer's pair of iron boots of phasing (Madness) (0 def, 3 armour).
You gain 3.21 gold from the transmogrification of pair of iron boots of tirelessness (Shrouds) (0 def, 3 armour).
You gain 1.74 gold from the transmogrification of enveloping linen cloak of Iron Throne (Shrouds) (7 def, 0 armour).
You gain 0.74 gold from the transmogrification of grounding rough leather belt of transcendence (Nightmares).
You gain 4.04 gold from the transmogrification of lifebinding ash vilestaff (Nightmares) (15-18 power, 3 apr, fire element).
You gain 5.55 gold from the transmogrification of swiftstrike hardened leather sling of piercing (Shrouds).
You gain 0.25 gold from the transmogrification of rough leather sling (Shrouds).
You gain 13.12 gold from the transmogrification of Cystweeper the cured leather sling (Madness).
You gain 3.29 gold from the transmogrification of vined mindstar of flames (Nightmares) (4-4 power, 18 apr, nature damage).
You gain 15.85 gold from the transmogrification of Uradoldil (Misfortune) (16-26 power, 1 apr).
You gain 5.35 gold from the transmogrification of steel greatmaul of enduring (Nightmares) (28-42 power, 2 apr).
You gain 13.32 gold from the transmogrification of Belamina the Rimebone.
You gain 0.66 gold from the transmogrification of manasurge rune (regen 1107% over 10 turns; mana 55; cd 12).
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Resting starts...
Rested for 161 turns (stop reason: all resources and life at maximum).
Saving done.