Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 18 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 15th Profit 122nd year of Ascendancy at 21:14 0 / 6Killed by Assassin Lord at level 14 on the 35th Dearth 122nd year of Ascendancy at 07:56 Killed by Otto Smashansniff at level 18 on the 21st Loss 122nd year of Ascendancy at 20:36 Killed by Grgglck the Devouring Darkness at level 18 on the 22nd Loss 122nd year of Ascendancy at 02:45 Killed by Grgglck's Tentacle at level 18 on the 22nd Loss 122nd year of Ascendancy at 04:16 Killed by Grgglck the Devouring Darkness at level 18 on the 22nd Loss 122nd year of Ascendancy at 05:06 |
Primary Stats
| Strength | 62 (base 46) |
| Dexterity | 8 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 63 (base 37) |
| Cunning | 10 (base 10) |
Resources
| Life | -21/447 |
| Hate | 100/100 |
| Healing Factor | 1.3 |
| Regeneration | 0.71500000000002 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +188% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 4 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 32 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.55 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Physical | +40% |
| Arcane | +14% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 48.28 (56%) |
| Defense | 5.3 |
| Ranged Defense | 6.3 |
| Fatigue | 27 |
| Physical Save | 37.8625 |
| Spell Save | 27.8375 |
| Mental Save | 37.3375 |
Defense: Resistances
| Mind | + 27%( 70%) |
| Lightning | + 25%( 70%) |
| Darkness | + 4%( 74%) |
| Nature | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 9%( 74%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Disarm Resistance | 24% |
| Pinning Resistance | 20% |
| Knockback Resistance | 36% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/10 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
| 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. |
| 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. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 25/25 damage shrugged off this turn) Rampaging |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill you mind. Level 3 Curse of Nightmares 3Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested, Level 1: Removed from Reality: +4 Physical Resistance, +4 Maximum Physical Resistance Level 2: -2 Luck, +5 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 loose 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. |
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 lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | 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. | 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 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. 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 |
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 |
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. | 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. | 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of squid ink. * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of iron boots (0 def, 7 armour) (Shrouds) miner's pair of iron boots (0 def, 7 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% 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. |
| 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 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 | Galeraven (0 def, 3 armour) (Nightmares) Galeraven (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer is hit: 12 lightning Changes resistances: +6% lightning Changes damage: +6% lightning Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 64 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +21% Rings can have magical properties. |
| On fingers | psionicist's copper ring of mental power psionicist's copper ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Mindpower: +6 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Cleansereeve (39.5-59.25 power, 2 apr) (Madness) Cleansereeve (39.5-59.25 power, 2 apr) (Madness)Requires: - Strength 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +12 nature Burst (radius 1) on hit: +8 nature When wielded/worn: Damage when the wearer hits(melee): 6 nature Curse of Madness Massive two-handed maul. |
| On hands | steady iron gauntlets of magic (+2) (0 def, 1 armour) (Nightmares) steady iron gauntlets of magic (+2) (0 def, 1 armour) (Nightmares)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +5 Mental save: +6 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable dwarven-steel plate armour of lightning resistance (5 def, 18 armour) (Corpses) impenetrable dwarven-steel plate armour of lightning resistance (5 def, 18 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +5 Fatigue: +24% Changes resistances: +19% lightning Curse of Corpses A suit of armour made of metal plates. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) (Nightmares) thick linen cloak of Iron Throne (1 def, 6 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Str / +1 Con Changes resistances: +11% cold 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 | restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +0.30 Amulets can have magical properties. |
Inventory
copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Bill's Tree Trunk (30-51 power, 7 apr) (Shrouds) Bill's Tree Trunk (30-51 power, 7 apr) (Shrouds)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tarredig (2 def, 0 armour) (Shrouds) Tarredig (2 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Dex Damage when the wearer is hit: 12 mind Grants telepathy: Dragon Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Moldsmash (0 def, 1 armour) (Corpses) Moldsmash (0 def, 1 armour) (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% nature Disease immunity: +5% Cut immunity: +5% Confusion immunity: +15% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spiked iron plate armour of resilience (3 def, 7 armour) (Nightmares) spiked iron plate armour of resilience (3 def, 7 armour) (Nightmares)Requires: - Strength 22 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 11 physical Maximum life: +21.00 Curse of Nightmares A suit of armour made of metal plates. |
10 agate 10 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. |
108 alchemist agate 108 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 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
topaz 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. |
9 spinel 9 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
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. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
5 citrine 5 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Otto Smashansniff the Dwarf Cursed level 13
43rd Profit 122nd year of Ascendancy at 23:20 see stats
Exterminator
Killed 1000 creaturesBy Otto Smashansniff the Dwarf Cursed level 18
20th Loss 122nd year of Ascendancy at 14:53 see stats
Level 10
Got a character to level 10.By Otto Smashansniff the Dwarf Cursed level 10
16th Profit 122nd year of Ascendancy at 19:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Otto Smashansniff the Dwarf Cursed level 14
35th Dearth 122nd year of Ascendancy at 12:03 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Otto Smashansniff the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 10:42 see stats
The Arena
Unlocked Arena mode.By Otto Smashansniff the Dwarf Cursed level 8
13rd Profit 122nd year of Ascendancy at 06:23 see stats
The secret city
Discovered the truth about mages.By Otto Smashansniff the Dwarf Cursed level 10
19th Profit 122nd year of Ascendancy at 10:54 see stats
Log
Otto Smashansniff hits Grgglck the Devouring Darkness for 0 physical, 0 nature, 0 nature, 0 nature damage (total 0.00).
Otto Smashansniff has shrugged off 11 damage and is ready for more.
Grgglck the Devouring Darkness moves reluctantly!
Grgglck the Devouring Darkness uses Invoke Tentacle.
Grgglck the Devouring Darkness spawns one of its tentacle!
Grgglck's Tentacle is being stalked by Otto Smashansniff!
Otto Smashansniff cleaves through Grgglck the Devouring Darkness!
Your movements fuel your rampage! (+1 duration)
Grgglck the Devouring Darkness is no longer weakened.
Otto Smashansniff hits Grgglck the Devouring Darkness for 0 physical, 0 nature, 0 nature, 0 nature damage (total 0.00).
Otto Smashansniff hits Grgglck's Tentacle for 59 physical, 7 nature, 4 nature, 5 nature damage (total 73.10).
Otto Smashansniff hits Grgglck's Tentacle for 7 lightning damage.
Grgglck's Tentacle hits Otto Smashansniff for 12 physical damage.
Grgglck the Devouring Darkness casts Moonlight Ray.
Your hatred grows even as your life fades! (+10 hate)
Grgglck the Devouring Darkness hits Otto Smashansniff for 105 darkness damage.
Otto Smashansniff hits Grgglck's Tentacle for 57 physical, 7 nature, 4 nature, 5 nature damage (total 70.75).
Otto Smashansniff has shrugged off 25 damage and is ready for more.
As Grgglck's Tentacle falls you notice that Grgglck the Devouring Darkness seems to shudder in pain!
An elite foe has fallen to your hate! (+8 hate)
Grgglck's Tentacle is no longer being stalked by Otto Smashansniff.
Otto Smashansniff hits Grgglck's Tentacle for 72 physical damage.
Otto Smashansniff killed Grgglck's Tentacle!
Grgglck the Devouring Darkness overcomes the gloom.
Grgglck the Devouring Darkness casts Starfall.
Grgglck the Devouring Darkness resists the darkness!
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
