Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 24 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by grave wight at level 7 on the 27th Dusk 122nd year of Ascendancy at 09:55 0 / 8Killed by Celia at level 12 on the 62nd Dusk 122nd year of Ascendancy at 07:29 Killed by Cyrumira the broken golem at level 18 on the 20th Regrowth 123rd year of Ascendancy at 09:54 Killed by devourer at level 19 on the 46th Regrowth 123rd year of Ascendancy at 11:16 Killed by umbral horror at level 19 on the 46th Regrowth 123rd year of Ascendancy at 12:06 Killed by Belutira the blade horror at level 23 on the 77th Regrowth 123rd year of Ascendancy at 15:03 Killed by Gladhenor the elven mage at level 24 on the 1st Time of Balance 123rd year of Ascendancy at 10:19 Killed by Belura the master vampire at level 24 on the 11st Pyre 123rd year of Ascendancy at 13:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 44) |
| Dexterity | 17 (base 10) |
| Constitution | 38 (base 36) |
| Magic | 14 (base 10) |
| Willpower | 46 (base 38) |
| Cunning | 19 (base 10) |
Resources
| Life | -35/720 |
| Hate | 37/100 |
| Equilibrium | 33 |
| Healing Factor | 0.36820930820677 |
| Regeneration | 21.153624756479 |
Speed
| Mental | +54.868570238343% |
| Attack | 0% |
| Movement | +165.75713839379% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 39 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | -1% |
| Physical | +51% |
| Light | -4% |
| All | -13% |
Offense: Damage Penetration
| Lightning | +8% |
Defense: Base
| Armour (hardiness) | 33.2 (95%) |
| Defense | 0 |
| Ranged Defense | 2 |
| Fatigue | 26 |
| Physical Save | 28.660106710184 |
| Spell Save | 0 |
| Mental Save | 22.385106710184 |
Defense: Resistances
| Acid | -22%( 70%) |
| Physical | -21%( 72%) |
| Mind | + 4%( 70%) |
| All | -31%( 70%) |
| Lightning | -3%( 70%) |
| Light | -8%( 70%) |
| Temporal | -5%( 70%) |
| Fire | -14%( 70%) |
| Cold | -18%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Stun Resistance | 36% |
| Knockback Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 246 life. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. |
Class Talents
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is hexed, granting it 30% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is cursed, reducing all resistances by 17%. Curse of Vulnerability |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 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 | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% 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. |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Stalking Belura the master vampire. Bonus level 1: +7 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 1043/1237 +1 |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 22.67 blight damage per turn. Rotting Disease |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
| detrimental effect | The target is cursed, reducing all damage done by 13%. Curse of Impotence |
| detrimental effect | The target is cursed, reducing defence and all saves by 30. Curse of Defenselessness |
| beneficial effect | You gain 8% resistance against temporal. Resolve |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target's has a cursed wound, reducing healing by 21%. Cursed Wound |
| beneficial effect | A flow of life spins around the target, regenerating 56.40 life per turn. Regeneration |
| beneficial effect | The target is rampaging! (+343% movement speed, +55% attack speed, +42% physical damage, +21 physical save, +21 mental save, 50/50 damage shrugged off this turn) Rampaging |
| detrimental effect | Cannot heal higher than 752 life. Blood Lock |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Nerunn the skeleton warrior. Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Dragon. | 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 defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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 |
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. The fortress's current energy level is: 1. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. You have aided Marus of Elvala in creating an elixir of mastery. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +7% lightning / +6% temporal A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | insulating rough leather cap of strength (+3) (0 def, 1 armour) insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% cold / +6% fire A cap made of leather. |
| Tool | Glintpanic of kinetic psionic shield [power 25] (20 cooldown) Glintpanic of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +18% light Changes damage: +12% arcane / +9% light It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tempestmalice TempestmaliceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Damage when the wearer is hit: 12 lightning Maximum encumbrance: +50 Maximum life: +30.00 Rings can have magical properties. |
| On fingers | gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 Changes stats: +4 Str / +5 Con Rings can have magical properties. |
| Around waist | grounding hardened leather belt of resilience grounding hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +6% temporal Maximum life: +35.00 A belt that goes around your waist. |
| In main hand | thunderous dwarven-steel greatsword of rage (36-57.6 power, 2 apr) (Corpses) thunderous dwarven-steel greatsword of rage (36-57.6 power, 2 apr) (Corpses)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. 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 Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 40% lightning daze When wielded/worn: Accuracy: +10 Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning Changes damage: +10% physical Stamina when hit: +2.00 Curse of Corpses Massive two-handed swords. |
| On hands | brawler's hardened leather gloves of regeneration (0 def, 2 armour) brawler's hardened leather gloves of regeneration (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 Life regen: +0.80 Stamina each turn: +0.50 Psi each turn: +0.14 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) (Madness) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) (Madness)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +1 Str / +2 Wil / +3 Cun / +2 Con Changes resistances: +6% physical / +7% fire / +5% cold / +7% lightning / +7% acid Talent cooldown: Rush (-5 turns) Mental save: +12 Disarm immunity: +23% Stun/Freeze immunity: +21% Knockback immunity: +21% Curse of Madness A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of stability (7 def, 0 armour) (Nightmares) enveloping linen cloak of stability (7 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +5 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 | 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... |
Inventory
movement infusion (500% speed; 5 turns) movement infusion (500% speed; 5 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 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
psychic's wild infusion (resist 25%; cure physical) psychic's wild infusion (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 25% for 6 turns. 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 ability. |
anchoring steel amulet anchoring steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% temporal Knockback immunity: +23% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +8 Changes stats: +7 Lck Blindness immunity: +20% Infravision radius: +2 See invisible: +8 Amulets can have magical properties. |
shielding steel amulet shielding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% light Blindness immunity: +22% Amulets can have magical properties. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
mule's copper ring of mental power mule's copper ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mindpower: +6 Rings can have magical properties. |
titan's steel ring of corrosion (+22%) titan's steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
thunderous steel greatmaul of massacre (36-54 power, 2 apr) (Shrouds) thunderous steel greatmaul of massacre (36-54 power, 2 apr) (Shrouds)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.0 - 54.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage conversion: 34% lightning daze When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +6% lightning Curse of Shrouds Massive two-handed maul. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
blood-soaked pair of hardened leather boots of uncanny dodging (3 def, 3 armour) blood-soaked pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Defense: +3 Ranged Defense: +4 Fatigue: +3% A pair of boots made of leather. |
dreamer's pair of hardened leather boots of rushing (0 def, 3 armour) dreamer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Con Physical save: +7 Spell save: +7 Mental save: +7 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
grounding pair of dwarven-steel boots of evasion (9 def, 4 armour) grounding pair of dwarven-steel boots of evasion (9 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 Fatigue: +3% Changes resistances: +8% lightning / +7% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) insulating pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 Ranged Defense: +4 Fatigue: +3% Changes resistances: +7% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Life regen: +0.80 Stamina each turn: +0.60 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing iron helm of the depths (0 def, 3 armour) cleansing iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +6% blight Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour) cleansing rough leather cap of constitution (+3) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% nature / +6% blight A cap made of leather. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour) (Madness) dwarven-steel mail armour of fire resistance (3 def, 8 armour) (Madness)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +19% fire Curse of Madness A suit of armour made of mail. |
fortifying steel mail armour of Eyal (2 def, 6 armour) (Nightmares) fortifying steel mail armour of Eyal (2 def, 6 armour) (Nightmares)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +3 Str / +3 Con Life regen: +0.50 Maximum life: +81.00 Healing mod.: +11% Curse of Nightmares A suit of armour made of mail. |
radiant steel mail armour of implacability (2 def, 10 armour) (Madness) radiant steel mail armour of implacability (2 def, 10 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +10% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +11% darkness / +10% blight Physical save: +6 Light radius: +1 Curse of Madness A suit of armour made of mail. |
Arthirelathadas (2 def, 4 armour) (Misfortune) Arthirelathadas (2 def, 4 armour) (Misfortune)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +12% cold Poison immunity: +30% Silence immunity: +30% Curse of Misfortune A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) (Misfortune) Behemoth Hide (4 def, 6 armour) (Misfortune)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 Misfortune A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cured leather armour of fire resistance (2 def, 4 armour) (Madness) cured leather armour of fire resistance (2 def, 4 armour) (Madness)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% fire Curse of Madness A suit of armour made of leather. |
radiant cured leather armour of Toknor (2 def, 4 armour) (Madness) radiant cured leather armour of Toknor (2 def, 4 armour) (Madness)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +1 Wil Damage when the wearer is hit: 6 light Changes resistances: +14% darkness / +13% blight Critical mult.: +11.00% Light radius: +1 Curse of Madness A suit of armour made of leather. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
4 aquamarine 4 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. |
4 opal 4 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. 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. |
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. |
Flashschism FlashschismInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 6 fire Changes resistances: +12% fire Changes resistances penetration: +25% fire Changes damage: +9% fire 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
4 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Zalfak the Cornac Cursed level 11
40th Dusk 122nd year of Ascendancy at 04:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zalfak the Cornac Cursed level 12
59th Dusk 122nd year of Ascendancy at 11:14 see stats
Exterminator
Killed 1000 creatures.By Zalfak the Cornac Cursed level 19
45th Regrowth 123rd year of Ascendancy at 22:25 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zalfak the Cornac Cursed level 18
25th Regrowth 123rd year of Ascendancy at 17:57 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zalfak the Cornac Cursed level 24
78th Regrowth 123rd year of Ascendancy at 22:01 see stats
Level 10
Got a character to level 10.By Zalfak the Cornac Cursed level 10
32nd Dusk 122nd year of Ascendancy at 07:32 see stats
Level 20
Got a character to level 20.By Zalfak the Cornac Cursed level 20
54th Regrowth 123rd year of Ascendancy at 13:51 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Zalfak the Cornac Cursed level 17
19th Regrowth 123rd year of Ascendancy at 15:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zalfak the Cornac Cursed level 14
31st Haze 122nd year of Ascendancy at 08:53 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zalfak the Cornac Cursed level 18
24th Regrowth 123rd year of Ascendancy at 21:40 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Zalfak the Cornac Cursed level 18
24th Regrowth 123rd year of Ascendancy at 18:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zalfak the Cornac Cursed level 21
57th Regrowth 123rd year of Ascendancy at 00:41 see stats
Unstoppable
Returned from the dead.By Zalfak the Cornac Cursed level 23
77th Regrowth 123rd year of Ascendancy at 15:03 see stats
Log
You do not have enough hate to use Rampage.
Zalfak is invigorated by the attack!
Belura the master vampire is being stalked by Zalfak!
Zalfak is invigorated by the attack!
Belura the master vampire hits Zalfak for 20 light, 21 cold damage (total 40.22).
Zalfak hits Belura the master vampire for 37 lightning, 94 physical, 5 mind damage (total 134.07).
Belura the master vampire hits Zuborelaith the ghoul for 16 cold damage.
Zubinne the master vampire uses Reload.
Velekira the skeleton warrior uses Flare.
Zalfak loses sight!
Belura the master vampire resists the blinding light!
Zuborelaith the ghoul resists the blinding light!
Zalfak is invigorated by the attack!
Zalfak is invigorated by the attack!
Zalfak is invigorated by the attack!
Velekira the skeleton warrior hits Zalfak for 94 fire, 19 nature, 9 temporal damage (total 120.92).
Zalfak has shrugged off 50 damage and is ready for more.
Zalfak is invigorated by the attack!
Belura the master vampire hits Zalfak for 0 blight damage.
You feel your rampage slowing down. (-1 duration)
You fight through the pain! (+4 hate)
You feel your rampage slowing down. (-1 duration)
Your hatred grows even as your life fades! (+14 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
