Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 10 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by orc warrior at level 1 on the 16th Voratun 122nd year of Ascendancy at 21:14 0 / 5Killed by Aretta the brecklorn at level 5 on the 19th Voratun 122nd year of Ascendancy at 07:39 Killed by Forest Troll Hedge-Wizard at level 5 on the 11st Profit 122nd year of Ascendancy at 06:01 Killed by Sweendfla the human at level 8 on the 30th Profit 122nd year of Ascendancy at 20:29 Killed by poisoned deep water at level 10 on the 37th Profit 122nd year of Ascendancy at 06:17 |
Primary Stats
| Strength | 46 (base 28) |
| Dexterity | 17 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 30 (base 28) |
| Cunning | 14 (base 10) |
Resources
| Life | -3/327 |
| Hate | 94/100 |
| Healing Factor | 1.1233896159609 |
| Regeneration | 0.28084740399022 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 22 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 27.92 (81.030927835052%) |
| Defense | 14.45 |
| Ranged Defense | 17.45 |
| Fatigue | 18 |
| Physical Save | 29.525 |
| Spell Save | 22.35 |
| Mental Save | 25.7 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 50% |
| Stun Resistance | 36% |
| Pinning Resistance | 21% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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. |
| detrimental effect | The target is poisoned, taking 4.83 nature damage per turn. Poison |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 the fox. 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.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
Equipment
| On feet | miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 Ranged Defense: +2 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +2 See stealth: +5 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 | dragonslayer's rough leather cap of the bounder (0 def, 1 armour) (Shrouds) dragonslayer's rough leather cap of the bounder (0 def, 1 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +5 Dex Changes resistances: +5% acid / +6% fire / +6% cold / +6% lightning Curse of Shrouds A cap made of leather. |
| Tool | Xeratira [power 2] (14/10 cooldown) Xeratira [power 2] (14/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| On fingers | steel ring 'Lisyminne' steel ring 'Lisyminne'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to blind Effects on ranged hit: * 13% chance to blind Physical save: +6 Rings can have magical properties. |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 A belt that goes around your waist. |
| In main hand | Tirakai's Maul (32-41.6 power, 6 apr) (Madness) Tirakai's Maul (32-41.6 power, 6 apr) (Madness)Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Lightning Armour Penetration: +6 Physical crit. chance: +8.0% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Defense: +4 Changes stats: +4 Dex / +4 Cun / +4 Mag Changes damage: +8% lightning Physical save: +4 Spell save: +4 Mental save: +4 Topaz: Lightning Curse of Madness It can be used to imbue the hammer with a gem of your choice, costing 0 power out of 1/1. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | umbral iron gauntlets of strength (+3) (0 def, 1 armour) umbral iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Damage (Melee): 5 darkness Changes stats: +3 Str Changes resistances: +5% darkness Changes damage: +4% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fortifying iron plate armour of the dragon (3 def, 7 armour) (Nightmares) fortifying iron plate armour of the dragon (3 def, 7 armour) (Nightmares)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +5 Str / +3 Con Changes resistances: +5% acid / +6% physical / +5% fire / +5% cold / +5% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +21% Knockback immunity: +20% Maximum life: +32.00 Curse of Nightmares A suit of armour made of metal plates. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour) (Misfortune) linen cloak of Iron Throne (1 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of teleportation stabilizing copper amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Teleport immunity: +50% It can be used to teleports you randomly (rad 30), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious steel dagger (12.5-16.25 power, 6 apr) (Shrouds)insidious steel dagger (12.5-16.25 power, 6 apr) (Shrouds) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 insidious poison Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of persecution (30-45 power, 2 apr) (Corpses)steel greatmaul of persecution (30-45 power, 2 apr) (Corpses) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Changes stats: +2 Wil Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (33-52.8 power, 2 apr) (Madness)flaming steel greatsword of massacre (33-52.8 power, 2 apr) (Madness) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Curse of Madness Massive two-handed swords. |
hateful iron greatsword (17.5-28 power, 1 apr) (Madness) hateful iron greatsword (17.5-28 power, 1 apr) (Madness)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +9% Living Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of dampening (Madness)mighty ash longbow of dampening (Madness) Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +5 Changes stats: +2 Str Changes resistances: +7% acid / +8% fire / +8% cold / +10% lightning Spell save: +5 Curse of Madness Longbows are used to shoot arrows at your foes. |
Squalorcutter the steel longsword (23-32.2 power, 3 apr) (Misfortune) Squalorcutter the steel longsword (23-32.2 power, 3 apr) (Misfortune)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Changes damage: +3% nature Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of massacre (19.5-27.3 power, 3 apr) (Corpses)steel longsword of massacre (19.5-27.3 power, 3 apr) (Corpses) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
arcing iron mace of projection (14-19.6 power, 2 apr) (Shrouds) arcing iron mace of projection (14-19.6 power, 2 apr) (Shrouds)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +5 mind Curse of Shrouds It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel mace of massacre (18.5-25.9 power, 3 apr) (Nightmares)arcing steel mace of massacre (18.5-25.9 power, 3 apr) (Nightmares) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Curse of Nightmares Blunt and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness) Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 210.74 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. cured leather sling (Misfortune)cured leather sling (Misfortune) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, physical element) (Shrouds)Eclipse (18-21.6 power, 4 apr, physical element) (Shrouds) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% Curse of Shrouds This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of might (15-18 power, 3 apr, fire element) (Misfortune)cruel ash vilestaff of might (15-18 power, 3 apr, fire element) (Misfortune) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 Spell crit. chance: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) (Nightmares) Skullcleaver (20-28 power, 4 apr) (Nightmares)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Nightmares A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire A belt that goes around your waist. |
grounding rough leather cap (0 def, 1 armour) (Madness) grounding rough leather cap (0 def, 1 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) (Corpses)linen wizard hat (1 def, 0 armour) (Corpses) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) (Nightmares)mindwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) (Nightmares) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness Psi each turn: +0.10 Mindpower: +3 Mental crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour) (Shrouds) iron mail armour (2 def, 4 armour) (Shrouds)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour) (Shrouds)spiked iron mail armour (2 def, 4 armour) (Shrouds) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of fire resistance (2 def, 4 armour) (Madness)cleansing cured leather armour of fire resistance (2 def, 4 armour) (Madness) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +11% blight / +16% fire / +11% nature Curse of Madness A suit of armour made of leather. |
icy iron shield of radiance (4 def, 2 armour, 22.5 block) (Shrouds) icy iron shield of radiance (4 def, 2 armour, 22.5 block) (Shrouds)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 6 cold Effects when hit in melee: * 11% chance to blind Damage when hit (Melee): 11 ice Changes stats: +3 Con / +1 Mag Changes resistances: +10% light Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
iron shield of fire resistance (+16%) (4 def, 2 armour, 17.5 block) (Corpses) iron shield of fire resistance (+16%) (4 def, 2 armour, 17.5 block) (Corpses)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
shocking iron shield of cold resistance (+16%) (4 def, 2 armour, 18 block) (Misfortune) shocking iron shield of cold resistance (+16%) (4 def, 2 armour, 18 block) (Misfortune)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Changes resistances: +16% cold Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 44.5 block) (Shrouds)steel shield (6 def, 2 armour, 44.5 block) (Shrouds) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Shrouds Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
quick elm wand of trap destruction [power 15] (14/12 cooldown) quick elm wand of trap destruction [power 15] (14/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm traps in a line (disarm power 15), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Gallin the Dwarf Cursed level 10
37th Profit 122nd year of Ascendancy at 05:16 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Gallin the Dwarf Cursed level 4
18th Voratun 122nd year of Ascendancy at 23:24 see stats
The secret city
Discovered the truth about mages.By Gallin the Dwarf Cursed level 5
8th Profit 122nd year of Ascendancy at 11:16 see stats
Log
Gallin shrugs off the effect 'Poison'!
Poisoned deep water poisons Gallin!
Poisoned deep water hits Gallin for 7 nature damage.
Grey mold uses Slime Roots.
Grey mold uses Slime Roots.
Grey mold uses Slime Roots.
Gallin is poisoned!
Poisoned deep water poisons Gallin!
Poisoned deep water hits Gallin for 6 nature damage.
Grey mold overcomes the dismay
Poison from Poisoned deep water hits Gallin for 6 nature damage.
Poison from Poisoned deep water hits Gallin for 6 nature damage.
Poisoned deep water poisons Gallin!
Poisoned deep water hits Gallin for 8 nature damage.
Poison from Poisoned deep water hits Gallin for 15 nature damage.
Gallin shrugs off the effect 'Poison'!
Gallin stops being poisoned.
Poisoned deep water poisons Gallin!
Poisoned deep water hits Gallin for 4 nature damage.
Gallin is poisoned!
Poisoned deep water poisons Gallin!
Poisoned deep water hits Gallin for 5 nature damage.
Gallin uses stabilizing copper amulet of teleportation!
